Tempering expectations
Feel a little silly writing this post, because I have another larger blog post in the works where we beat our chest, and scream to the mountains how great this game is becoming and how we're ready to take on the f*cking world in a fight for the soul of humanity.
But I felt like doing a little mini blather as I gear up for work and get some thoughts up here so screw it let's let so hot air out into the void.
There is SO MUCH potential that I feel in this game. I mean, what developer doesn't feel that in their game? You're either rarin' to go or we're abandoning our project for the next big idea amiright?
But we've stuck with the project for more years than I care to admit, and it's so damned exciting to still be excited!
That said! We're not quite there yet. The waveswim needs a little tuning, surface breeching and diving need adjustments, I need to feel out the shop systems and get a whole slew of enemies and drops and items online.
THERE IS SO MUCH TO DO! MAJOR MAJOR THINGS, and that DOESN'T ACCOUNT FOR POLISH!
Point is, I'm excited so much is coming online, all these years of work are going to start emeging and hopefully in the near future people can play the game and have moments where they go, "Oh, ok, there is depth here, there are interesting and compelling systems working together here to bring about a complete and revolutionary experience that is simultaniously easier to pick up and play in this sphere of roguelights, but also has deep, meaningful expansive play that you can play on any device touch or gamepad, mouse or keyboard, HOLY CRAP AND IT APPEALS TO MOST ALL DEMOGRAPHICS!
But it's a delicate balancing act, you get your hopes too high and work becomes unfulfilling, it becomes a slog as you dream about the big payoffs and wallow in endless polishings. We've been burning out here for so long without a single solitary win, without nary a single damned play on the damned game. And that's fine, the game isn't good yet, it would actually be weird if we were turning heads. But I think we're CLOSE.
...and i've felt we were close for about 6 years now.
I dunno what I'm trying to say right now.
I guess, we need to remain optimistic that things are going to come online and the game will start to be fun, but it's easy to lose track of the grand complexities of this entire endeavor, and the work limits of us mere mortals. If I could just power through 12 hours a day this game woulda been done by now.
The displeasures of being human... NOT ALL BAD THOUGH! All this inner conflict and external ravages of societal decay make things interesting.
Going to be getting shops and a handful of upgrades online, then building out more of the world and other misc. polishing to NPC combat, player combat, movement, the whole shebang.
It's this constant tug of war in your mind, one side of your brain is so decimated by the constant pull to work on the same systems endlessly to polish and expand and fix and do it all again, and then gut, and suture, amputate, implant, and continue to cycle endlessly as the wounds of time fester and inflame.
But countering this is the growing payoff. As the systems improve and the connective tissue grows stronger and more developed, and the promise of the game starts to shine and you see that the time isn't going to waste. This feet you embarked on is far more complex and demanding than you ever demanded, but the payoff is showing itself to be bigger than you ever anticipated.
I'll say it a million times: I might be crazy, but I earnestly believe SeaCrit is becoming not dog shit, just a bit further up the mountain to go. It's not going to be overnight, but we're on the path.
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
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