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by posnet
481 days ago
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I realise you can make games in any language/engine. But could you explain the language/system/engine you used? How did you go about validating the game is fun? Did you end up having an intuitive sense for it, or did you need external feedback to refine the mechanics? My steam deck might as well be a billionaire/balatro machine. |
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Ballionaire was fun by day 3, the first time a ball dropped and hit a trigger that caused an effect. It was luck a bolt of lightning to me. I am a VERY pessimistic person. So the fact that it felt compelling that early, and like, anyone who saw it could understand it and felt the fun, was a huge sign to me. Unfortunately, not every game has a premise that allows for that. I don't think you could hope for the same kind of feeling while making a 4X for example.
But if you're making a game that ultimately should feel fun from moment to moment, like these kind of quick-play games are, well, I think you can get there quickly and with little work, if the idea is solid. And if you can't get it to feel fun, I would be wondering if the idea is solid, versus it needing more time/polish etc.