Post Mortem - PGF
Thank you everyone who came to visit us at PGF. We were so honored to show off the game we've all been working on for so long and we loved meeting everyone there ( and having a video made featuring us)!
We've had some time to reflect how everything went and the team have some thoughts to share.Zac - PGF was an amazing, but also kind of scary. Talking to people at our booth was great, but watching them play our game was a vulnerable experience. We took a whole bunch of notes on what worked and what didn't, and have already held two meetings on how to improve things thanks to your feedback! As always, a lot of emphasis is being placed on how intuitive our puzzles are, with the main change being a hyper-focus on the overall placement of the puzzles within our game scene. I am so grateful to everyone who tested or even just said hi, and look forward to showcasing the game again at Kinetica!
Hugo - Events like PGF can often be a bit disorienting, because on one hand you will marvel at how far the project has come in just over half a year, on the other you feel like time is flying by so fast that you can't get everything done for the project that you want to. It is awesome seeing all the different ways that people approached our game, as well as mortifying as they discover bugs and exploits that we never even deemed possible. Overall, a healthy balance of proud, terrified and disoriented! Very excited to see what the rest of the year has in store!
Gwyn - Never having run a stall before, PGF was enlightening and exhausting all in one. While we had some issues (technical and design alike) we were cognizant of going in, it was really good to have people completely unrelated to us and with completely fresh eyes for the project come in and find some of those bugs and idiosyncracies we had no idea to expect. It was of particular note the number of playtesters who were unfamiliar with keyboard controls - given our target audience, we're appropriately going to put some effort into getting controller support working, as well as fine tuning the first two levels we showed at PGF while we work on our third and final level for the end of the year. Hopefully we see a marked improvement from now until November.
Freya - Honestly I was just so excited to get PGF started and meet people. I really enjoyed seeing how people played out game (even though the experience can be frustrating to watch) and also connecting with other creators and having a look at what the Perth games scene has to offer. I was slightly dismayed by the amount of issues that became apparent over the day but that's just a part of game development and is to be expected. I am looking forward to continuing to work with the team on bigger and better things for the rest of the semester!
Get Stabo Crabo
Stabo Crabo
Game of the Year (may contain crab and knife)
Status | In development |
Author | Scuttle Studios |
Genre | Puzzle, Action |
Tags | 3D, Casual, Cute, Sandbox, satire, Singleplayer, stabo-crabo |
More posts
- Trailer just dropped!Nov 13, 2023
- Final sprint and KineticaNov 06, 2023
- Level 3 is bornOct 16, 2023
- Post PGF release!Oct 02, 2023
- Pre-Release Bugs Being SquashedSep 21, 2023
- Test Build ReleaseSep 20, 2023
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