You experience a game differently when you play it in the comfort of your own home, with sessions as short or long as you want them to be, and breaks similarly totally up to you. Standard playtesting won’t give you the same results. And that thing is the feedback that comes with dozens of hours of play experienced in the way you really experience games: without supervision. So yeah, while the regular feedback is important, there’s also something else at play here, something that’s exclusive to Early Access. If we did – and we would if we were not doing Early Access – I’m fairly certain we would have caught the issues. We’ve tested the game for bugs and hardware compatibility and such, but we didn’t really test it for the experience. I mean, that’s it, of course, we’re tweaking and updating the above and more due to your feedback – but honestly it’s also something that proper testing would have revealed as well. Or the Calamities, our big unique battles against the worst of the witch’s undead hordes, the feature we were so proud of, and one that turned out to be a pain in the ass rather than an exciting spectacle? Because while they’re here to stay, we’re definitely changing some stuff around them. You might think that maybe it’s the way the progression works in the game, because yeah, we will be changing that. We said it many times before that Early Access only makes sense if the players influence the development, and this is exactly what is happening.Īre you curious what is it that you’ve influenced? One is ours, the designs we cook up and the worlds we want to bring to life. This vision is an amalgam of two different thoughts. The things we will be working on until we reach 1.0. Here it is, our (almost) spoiler-free, condensed vision for Witchfire.
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