Hello again,
Looking back at the last two months, I think it’s fair to say that the development of Blokhead has been relatively pain free. While we’ve certainly had our share of design and technical issues, disagreements and bugs, it hasn’t been anything I’d classify as out of the ordinary. Over the past week however, we’ve run into our first real bit of adversity.
From the outset, the goal with Blokhead was to combine and iterate on some tried and true mechanics, ultimately creating a light, casual, puzzle-platformer that could be enjoyed by a wide audience, regardless of skill level. But somewhere along the way, I think we lost the plot a little. As our mentor Gary Lam has put it: We had the ingredients to make a gourmet meal, we were just cooking them wrong.

Chip's hurting, but he ain't dead yet!
From a design standpoint, we were failing to see the real issues at hand. One of Blokhead’s core mechanics is the interaction between ball and block. Exiting pre-production, we made the assumption that breaking blocks with the ball would be an engaging and rewarding experience. We still believe that, but like anything else, it can get stale with time. We recognized this shortcoming early on and addressed it by piling elements on top of it, rather than examining why that particular mechanic grew stale. A mistake I can only assume is painfully common with junior designers.
This methodology was so pervasive that we rolled into last week with a bloated, over-complicated game that was straying further and further from our target market. We had built a game for us, the designers, and band-aid game design had run amok. Thankfully, things are not so grim. Looking again at the ball and block example, the baseline interaction was never the issue. We just failed to approach things from a psychological perspective. Yeah, I can break the blocks, and that’s kind of fun, but why bother? What’s my motivation, so to speak.
By trimming the fat and streamlining a few elements, we are now much better equipped to deliver on what we set out to. We’ve refined the core mechanics, improved the psychological bond between action and reaction and have a renewed focus on teaching the player through iteration.
Ripping the band-aid off hurt, but the wounds are healing and we’re all stronger for it.