It's interesting how many developers on here say they're making games "they want to play."
And here we have one explaining why exactly you need to go beyond that to make a great game.
Glad to have different perspectives.
The character classes sound pretty creative, and the whole idea of building your own mythology and later playthroughs referencing that sounds awesome.
Short's answer to that last question is phrased perfectly. More developers should strive to make games like that.
Honestly, after all of the buildup in the other articles, I was expecting something a little more complex than just "you teleport the block underneath you whenever you want."
I'll have to see more of the game to make up my mind on this one.
It's pretty cool how two guys with ideas and a guy who can code just bump into each other and art like this comes about as a result.
There honestly aren't many platformers that are heavily story-driven, so it's awesome to hear about one.
I don't usually play these types of games, but those first two paragraphs alone make me want to throw money at it.
Sounds like a pretty complex and well-thought out game world.
I love how involved his response was to the question about Act 4. He's clearly passionate about the world he's creating and the complex gameplay elements.
I love hearing about development in this kind of detail. It's great knowing what other games the developers were thinking of when creating a game and what inspired them.
I love to hear about how creative game designers were from an early age. You know they're really passionate about the world they're building now when they've had these ideas in their heads for decades.
I haven't actually heard the announcer speak, but am I detecting a Max Headroom homage/parody from the speech patterns in the quote?
This whole interview just screams "amazing" at me. The Gobles are some very inspiring developers and I look forward to watching this project one it goes live.
Best. Interview. Ever.
This guy (and presumably his wife as well) must be one of the most creative game developers I've heard about.
I love the idea of spectator-influenced online games, and I'd love to see more of this.
Did anyone else have a problem watching the video on the game's site? It kept scrolling itself downward so half of it was always off-screen.
Is there a website with more information on the competition overall, like other entrants?
I can't seem to find much info, and I'd love to know what other projects were created during the competition.
I love the idea of both of these games developing from a single one-word theme and only six days of development. These guys clearly have a lot of imagination.
The concept of Agents vs. Villains sounds like a more simplistic version of Evolve.
It's always interesting to hear about a game with asymmetric gameplay.
I know there were some complaints about Contrast being a little too bare bones, so it's great to know they're using that feedback to try a whole new style of gameplay for We Happy Few.
Definitely getting the BioShock Infinite vibe a lot of people are mentioning.
Love the insight he gives in this blog post. After seeing that amazingly unique Kickstarter video, Abbott is most certainly one of the best people to look to for advice on how to create a Kickstarter proposal, and I'm looking forward to seeing more of We Happy Few.
Wow. I've barely seen any gameplay but just from the brief explanation of gameplay concepts in the Kickstarter video and the work put into the in-universe talk show used for the advertising campaign, I want this game.
These guys are amazingly creative.
This game looks like the type I could play for hours without getting bored.
I can't wait to get my hands on, and I love that the Wii U is actually getting this.