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“The balancing of the game between two players,” Olczyk explains. We make simple sketches and truly ugly placeholder graphics. “Playtesting is key. We love the freedom that comes with remote work. It allows us to be flexible, creative and work in a way that suits us best.” ” The solution? .”
Our visual style comes from our background in motion graphics,” says Evan Anthony , Co-founder and Creative Lead at Feral Cat Den. This field of visual art emphasizes abstraction and graphic design to compress storytelling into quick digestible and fun chunks.” This gave the studio a bit of an outsider perspective.
“Reimagining a classic like ‘Yars Rising’ isn’t just about updating graphics or adding new features. Capturing the Essence of ‘Yars Rising’ “Reimagining a classic like ‘Yars Rising’ isn’t just about updating graphics or adding new features,” James explained.
I’ve also gotten graphic design help from the amazing pro graphic designer Jenny Bee. I think all that development is paying off, and now we have a good 4 or 5 months to get some fine tuning / balance stuff right, which feels pretty good to me. So overall this is going to be one amazing looking, awesome playing game.
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We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. At first glance the graphics appear simple and colorful, but there’s a lot of subtlety in the effects and use of light and dark. Even with no tutorial.
We had three very different games that we spent around two weeks on each, developing them up to a point where we could playtest them with other people”, says Mason. At first glance the graphics appear simple and colorful, but there’s a lot of subtlety in the effects and use of light and dark. Even with no tutorial.
Sarah: It was also in 2013 that we met Ben and were playtesters for his game Tower , which he launched on Kickstarter early in 2014. Along with handling all the business, Ben has playtested and helped develop our designs. You help balance out each others’ weaknesses. Will was also lead story writer for Tower.
Playtesting is crucial at this point. So it’s demanding on the graphics card. If we know from playtesting that players generally really enjoy specific features, but we see from analytics that players aren’t engaging with them, perhaps it’s a good idea to make them more accessible in our next game.
This marks its true public release, with finished graphics, gameplay, tuning, more sex, and finally an ending. For balance purposes, I limit the number of voyeurs in the maze, otherwise it can enter a deadlock where there's only voyeurs but no one for them to watch. SPOILER ALERT: This post spoils what happens in the game.
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