Post mortem


We knew exactly what the game was going to be like, until we found out how much more we could do.

Most of all the added features and mechanics you'll never get to see. The latest version had a full blown skill tree with added life-simulation elements, management mechanics and whatsnot. So the scale of the project trippled, but our time budget didn't. At the same time we couldn't figure out how to tune  RPG Maker's UI into something that wasn't a pain in the ass. The result was certainly interesting, but a bitch to control and navigate. And we didn't really want to cut everything out again, especially since the UI had been a problem long before that (and one of the few things in RPG maker that you can't really circumvent).

That's pretty much where the whole thing died. It took us a while to accept it. In any case: It was an interesting experiment, and we learned a lot. 

So this is probably not going to be the last entry here.

Comments

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Please come back! I just played this game again since your last update and it was great!