Crunch Time On The Double

LoseScreenLoFiWe got to a point in our development that required us to look at the goals of our game. In typical new developer fashion, we completely ignored this while we were creating more great assets that had no hopes of ever making it into our vertical slice that we are shooting for. Out of nowhere an angel appeared by the name of Evan Hirsch. He proceeded to point out that there were no goals in our game! My producer senses went off and visions of double crunch filled my dreams. (Note we started this project in crunch).

One week later we hit GDC with goals in the game. Yet we knew the game was still missing something… Now, fast forward to the final day of GDC where we met with our external advisor Jason Vandenberghe. We hand him the iPad. He plays with an intensity and fervor that would be worthy of ascending to Valhalla for (if he were to be slain in battle, of course). Some initial thoughts roll out of his brain like nectar from the gods. His really delicious Tex Mex Chevys food comes to the table. It is of no importance as he swipes it out of the way and plays the game for a second time. Then the words we had all been waiting for came to us. The controls weren’t good but that was the least of our problems. The game isn’t fun!

Ahhhhhhhh!!!! Producer sense overload! Everyone, crunch time on the double! We are in true agile development so far churning out 20 different builds in one week to find the fun. Tune in a few days from now to see how this all turns out.