Infinite Alpha Syndrome

Two days early but I’ll get it out the way. I’m putting the prototype on hold indefinitely. The reason for this is, it’ll just be too short for testing. I really don’t see the point in it anymore. I’ll probably begin reconsidering once the first chapter is complete. Playtesting is much more important to me for feedback than it is for bugs.

When I have all the features up and running, with the music to boot, I’ll submit the game to playtesting, and deal with the comments in bulk without the thought of missing features clouding first impressions. I’m eager for some kind of feedback but I’m sorry to say it’s still too early.

So where’s the focus now eh? I’m going to begin focusing on making a debut trailer, something that rounds the game as a whole showing off mechanics and style and music. Anything shown in the trailer will be close to final, as opposed to last year’s early build video of debug land.

The news lately has mostly been prototype palooza and me delaying things, so I think I’m going to try to do a bit more Felix stuff. The last few months have felt very very unfruitful.

15 Days Later

While I may not be done with the prototype, I do at least have something to show.

What’s the cause for delay this time? Well, after tinkering around with the stage almost endlessly, I just couldn’t get it to feel right.

You may recall this image on the left that I posted 2 months ago.  Finally, got the bright idea of actually working off my concept art, (which is what it’s for in the first place!).

Long story short, I ended up with this. picture on the right. I’m pretty satisfied with it! I also found it funny how the recreation points how barren the scene actually is.

I know I don’t make my dates, but I”m going to set another one! This time I have a date that’s kinda special to me because I keep remembering for whatever reason, July 24th! How much can I do in 9 days, stay tuned and find out!