A few months ago, I mentioned that I was writing the script to a game and working with some friends to do the coding/art. That project is currently on hold, but I’ll probably finish working on it at some point. I need to figure out what I’m trying to do with the game… otherwise it’s just going to suck. And I won’t put my name on a project that sucks, especially when I’d be the major reason it sucked.
I’ve also been approached by a few different developers to design levels… and I shudder at this thought. Playing and solving levels is super fun; the battle of wits between myself and the cunning developer. Coming up with 20 or 30 creative levels to try and stump players, having a linear ramping difficulty curve, and designing levels that are all going to be unique… it’s daunting. And that’s just the design process; then you actually have to do the grunt work of making the levels in whatever editor you’ve given to work in, which may or may not be user friendly. It’s tedious, arduous, and is the complete opposite of fun.
However, there is one game that I had a different reaction to. It’s a game that when I played it, I immediately started to bug the developer about wanting to assist on designing levels for a sequel. Ma nishtana ba-mischak ha-ze mi kol ha-mischakim? (That translates to, “Why is this game different from all other games?”) The answer is simple… it’s a game where level design is not tedious, arduous, or un-fun. It’s a game where levels can be designed in seconds or minutes and each level has 1 specific trick to it. The goal of level design in this game is to screw with the player in a way that the player is still enjoying himself (or herself). And I get no greater pleasure than screwing with people… why not take it to the grand stage?
So you must be asking what game this is. I gave a vague hint about it the other day. The game is This Is The Only Level, and I’ll be working in the Armor Office later this month (or early next month) on the sequel. Expect fun and delightfully evil levels from yours truly. :)
I’ve also been working on a big project for the past 2+ months, but I’ve been asked not to talk about it. Expect some stuff about it once I’m cleared to discuss it or once it’s public.