Stopping Development


I did more work on bonking enemies last year, but I haven't really been able to make the game "feel good" with this kind of interaction.  Tried a few different animations, but really I'm not finding the proper spark for this game.  That, plus the ~2 star average rating is hinting to me that perhaps this just isn't going to work, so I'm going to stop development on this and cap things with the 0.11 release.  There's a small chance of an 0.12 or 0.11.x, but probably not.  As much fun as it was to play with this, I don't want to keep leaning on it when it's not working.  I might take some of the assets and put them into a new project.  Thanks for playing and rating, everyone.  I'll have more projects in the future.

Get Accident in the Alchemy Lab

Comments

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(+1)

I know what it feels like to try and feel a bit like your best (at the time) is being dumped on...

No judgement from me. I have done the same plenty of times.

I encourage you to keep trying, even if it is with other projects. You have potential and although reviews can be cutting, it is worth it to see how far you have come from your own skill and talent.

I wish you all the best in your fixture projects and hope for updates, or changes to this one day... But I won't blame you for feeling that it isn't worth it.

(1 edit) (+1)

Appreciate the affirmation.  :)  Earnestly.  Thank you.

Deleted 122 days ago

Thank you for the input.  I think you're correct.  The ratings are correct, too; it's just disappointing to spend 200 hours and have it be so unfinished.

(+1)

I'm afraid the 2 star review was because of the slow development and nigh unplayable state of what I'd call tech demo. Can't even remember when I last played it but I'm afraid that I'm on point about the reviews

Oh yeah, not disagreeing with the reviews.  They're right.  I'm just a little bummed to have something so incomplete after two-three years and 200+ hours.  Most of it went into the characters and into systems that got scrapped before even making it into the game because they didn't feel good enough.

I would have first worked on an enjoyable game cycle and then worked on the customization