

So why would we say that? Well, we feel the best "dungeons" of our game were those with the most engrossing context, and we weren't satisfied with what we came up with for this dungeon.Ī "go-to" strategy for us has been to load the dungeons up with story. That said, after designing the dungeon two times now, we fear there is an uncomfortably high risk that it wouldn't become a very good one, and we really don't want to end on that note.

On paper, it is pretty much objectively weird, considering our primary sources of inspiration! But to even our own surprise, we've decided to stick to our guns! We'd like to share our reasoning, since it would be pretty weird to invite feedback, get it, and then ignore it silently.įirst off we completely get that it "feels off" that there isn't going to be a huge old-school dungeon at the end of the game. * It violates the game-design philosophy of a final dungeon being an exam on the rest of the game (think Wily's Castle in Mega Man)Īll these things are very reasonable, and because of this feedback we sat down and talked it all over again. * Without a proper dungeon there won't be storytelling Nearly all feedback we received on this has been negative! We actually were expecting some feedback like that, but not of this magnitude. So a while back we shared an intention of overhauling the final tower quite substantially, shifting from a large surrealistic "travel through the game again but weird"-type dungeon, to having it be a boss rush of sorts.

Today it's time for something a little bit different, namely a post written entirely by Teddy on our design decisions behind the final dungeon! Here goes: Either way, thank you so much for following me all these years, your comments have been great and I'm so glad for each and every one of you! We'll see what the future holds - perhaps I'll go back to updating here once I have more interesting stuff to show, of keep this for more personal work stuff. Overall not a great combo!ĭon't worry, however! Our main development blog over on the main site will go on as normal and have a new post every Monday :) This is basically just me trying to streamline things and not have to worry about having something interesting to post every single day, even during longer stretches of time where I've been doing other kinds of work for the game.
#Secrets of grindea dev blog update
Also, my promise to myself (and you) has been to update this blog every weekday, so during times where there aren't a lot of blog-worthy tasks I tend to spend a lot of energy trying to "find" something to work on that would make a nice blog post anyway, instead of actually doing the work that needs to be done at that moment. My reasoning for this is that as we draw ever closer to completing the game, I am getting more and more tasks that won't produce any good blog posts - there's a lot of smaller editing of things I've already made, big backgrounds that take several days to make but only make one post, a lot of administrative work and work on the (pdf) book on our development process, all things that wouldn't be very interesting to post about here. However, I've decided to take a little break from this blog. Hey guys! This might come as a bit of a surprise, since I'm sure a bunch of you were expecting a regular blog post around this time.
