The deadline for the IGF – the Independent Games Festival – is a week away, and then the other competition we are excited about, on IndiePub.com, is at the end of the month. So we’ve been working non-stop to get a build out for that. I’m really excited about the new build: It’s got a nice smooth progression, none of this throw-everything-we-have-into-every-level stuff. Instead, it walks you through it gradually, so that each new level adds just one new thing or trick or weapon or skill. It keeps the forward momentum going at a nice pace. My friend Joe, who is a designer at Paragon on ‘City of Heroes,’ mentioned getting sucked into the “Just one more level, I want to see what’s added in this one” mode, which is exactly what we were shooting for! How many levels do we have? A full 24! 7 tile-sets, 6 monsters, 2 traps, one power-up, 4 weapons, and a whole mess of dialogue! There’s still a lot to do for the final game, but I’m really proud of what we’ve accomplished so far and how well it holds together.
(Oh, and wait ’til you hear all the new music that Nick’s been working on. It just rocks! (In a Nordic folksy kind of way, of course.))


