The idiom of not being able to see the forest for the trees applies in spades to game development. You tend to get so close to your creation that you can no longer make good decisions about it. That was the case when Jimmy McGinley and i had our Battle Royale over a very small, but very significant change to the Spellirium game mechanic.
Thankfully, Jimmy’s suggestion to allow freedom of tile swappage made the difference between a not-very-fun game and a very-fun-game.
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