Current Progress Overview
During the past 2 months we’ve got 4 more mock up levels developed, including one of the outdoor levels as our adventure mostly takes part inside the tower, which can be bit restricting. We have also been working on another cinematic cut-scene which has (spoiler alert) a new mystery character in it who might play an important role in the story.
We are now aiming to finish all mock up game levels by the end of this year, then focus on polishing the art and remaining features programming from early next year.
Also during the last weekend we participated in the 2017 Weplay game exhibition in Shanghai, China. Quite a few people experienced our latest version of game and we received some great feedback (and bug reports of course). Thank you all for coming!
Classic or Cliché?
Now, here are some dev thought + design challenges we’d like to share with you. When we're frustrated and feel some design is heading towards a dead end, our friends and family always comfort us by saying: one door closes but a window will open, don't give up! But during Halloween we might say: if this happens, your house is probably haunted!
During our game play development, there has been an issue we always seem to be struggling with: When does a puzzle routine become Classic or Cliché?
In the early developing days, we were deliberately trying to avoid the puzzle routines which can be found in most puzzle games in order to achieve a higher overall level of uniqueness. It worked for a couple of levels and did give people a wow factor, but then during the further game tests we realized this could develop into a new issue: once players figure out the logic behind, it becomes very fun and challenging to play, but if the logic is too exclusive, has no continuity with the previous level, or is simply by its own and totally isolated from the story, in another word, just trying to be clever, then most of the players will find it less enjoyable and don't feel the sense of achievement we hoped for.
So we relooked some of the ideas we once put aside just because we thought they were not original enough, re-valued the design and took out the core goodness of it, analyzed why people enjoy these type of puzzles over and over, and why some continue to give us a fresh feeling but some failed. It also reminded us to re-play some of our favorite games and pick up which one element that touches us the most from it.
We realized that it's really down to how one puzzle design plays along with your game's atmosphere and storyline. The logic tricks could be so clever but if that has nothing to do with the development of the story, it could be dull or leave people confused.
Here is one example:
As some of you might remember one of the very interesting puzzles from Samorost 3, the one that you need to arrange the cards in the little box to complete a story.
It was no doubt many people’s favorite puzzle in the game, it was very neatly designed, easy to understand, yet quite challenging (it's not a short progress) but you never felt a dull moment because even by making the wrong choice, you still get to see some super fun animation showing random results. However, we find it’s a shame that such a brilliantly designed puzzle had almost nothing to do with the storyline whatsoever! It was so isolated from the whole thing that it left us a bit disappointed. Otherwise it may be an unlimited puzzle design people could look up to all the time!
So after all these adjustments, we picked back some ideas we previously threw away and looked for a good place for them again in LUNA. These include: a music puzzle, a cooking challenge and two maze designs. We wish they will appear to be some familiar elements to puzzle game lovers but will still have LUNA’s own twist, as we tried to blend them more into the environment and story. Have we achieved what we expected? That will need more tests to tell.