BACK TO THE FIRE AND THE FLAMES


TO MUCH THINKIN', NOT ENOUGH DOIN'!

Have we ran our mouth too much? Have we pissed off a lot of namby and the pamby assholes destroying this industry?

YOU'RE DAMNED RIGHT WE HAVE

But none of it matters. This industry is falling the fuck apart, and that's because of one simple reason:

No one makes any good fucking games any more!

And all the time we spend languishing on the internets and talking shit, is time WE'RE not making good games!

Good, bad, right wrong. Offensive, mundane. True, horse shit. What's it matter? We've got our game, we've got our tech, and there is nothing standing in our way making this a great game. If SeaCrit ends up sucking ass, that's on us.

WE CAN BREAK THESE CUFFS!

UWUUUUUUUAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!

Rofl, we sure made better shit back in the day.

But we can change that, we can fight back into the light, one inch at a time. We have the technology, we have the autistic enerjohns. 

But enough blatherings, time to get back to work. 

Quick shower, a little meditating and then time to get to work bleedin' again. 

No rest for the wicked...


































































Ok, let's be serious and drop the facade fora  second, today we're going to focus.  And we really gotta stop kicking up this mud, and slinging all this shit, because in the land of eye for an eye all are blind.

No more trying to wrangle big huge systems, we're just going to come up with a fun chunk of content that fits neatly together. It is FINALLY time for us to start seeing the forest for the trees. So I'm going to go take that shower, and we're going to think which weapon will drop today? Which bonuses will be fun on that weapon? How hard should the enemies be that drop that weapon?

But that's not to say we won't be tuning up the foundations as we go! This is actually an exercise in developnig the core! As we have discussed in prior blogs,  content can either be a prison, or it can be the key that unlocks the fun. So as we smith the teeth and mold them to the proper shapes, we will be constantly evaluating if this is the proper pipeline step by step, inch by inch.

Once we have just the one well tuned setup that is fun, that is interesting, that is replayable and compelling and interesting and easy to engage with but impossible to master. THEN we will move on to new weapons, new enemy types, sort out the scaling difficulty, the shop prices, the random elements.

I actually gotta hold back on getting ahead of myself. THERE IS SO MUCH TO DO! But here is where we can take solace: SeaCrit I believe is kicking ass, and even at 60% doneness I think we might start making some waves, espciallialy as the smarm fucks and the gatekeepers fall into the muck, their gaudy castles fall to the sand, the world waking up to the horrible state of things. 




























































Just shitting you, we are ALWAYS serious about making a kick ass fucking video game

WE ARE THE THE VENGENCE OF GAMEDEV

TO WAR!


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