What changed
0 fixes0 additions3 changes0 removals
changedDeveloping a platformer with puzzles and action is no easy task, especially when it comes to finding the right balance in difficulty. It becomes even more challenging if you don’t have enough people to test the game and give you feedback. That’s why it took us a bit longer to realize that the demo could be too difficult for many players, especially considering current expectations.
changedOnce we saw that, we quickly got to work redesigning the demo to make it more accessible to a wider audience. We’ve significantly reduced the level of danger and the need for extreme precision to overcome obstacles. Now the experience is smoother and more enjoyable, without sacrificing the essence of the game.
changedThat said, the puzzle element remains intact. You’ll still need to think through your strategy to progress. So don’t expect an easy ride: finishing the demo will still be a real challenge.
Axe & Bow Land changes
changedDeveloping a platformer with puzzles and action is no easy task, especially when it comes to finding the right balance in difficulty. It becomes even more challenging if you don’t have enough people to test the game and give you feedback. That’s why it took us a bit longer to realize that the demo could be too difficult for many players, especially considering current expectations.
changedOnce we saw that, we quickly got to work redesigning the demo to make it more accessible to a wider audience. We’ve significantly reduced the level of danger and the need for extreme precision to overcome obstacles. Now the experience is smoother and more enjoyable, without sacrificing the essence of the game.
changedThat said, the puzzle element remains intact. You’ll still need to think through your strategy to progress. So don’t expect an easy ride: finishing the demo will still be a real challenge.
Developing a platformer with puzzles and action is no easy task, especially when it comes to finding the right balance in difficulty. It becomes even more challenging if you don’t have enough people to test the game and give you feedback. That’s why it took us a bit longer to realize that the demo could be too difficult for many players, especially considering current expectations.
Once we saw that, we quickly got to work redesigning the demo to make it more accessible to a wider audience. We’ve significantly reduced the level of danger and the need for extreme precision to overcome obstacles. Now the experience is smoother and more enjoyable, without sacrificing the essence of the game.
That said, the puzzle element remains intact. You’ll still need to think through your strategy to progress. So don’t expect an easy ride: finishing the demo will still be a real challenge.