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I went to State of Play in Dublin last week, bringing Backworlds with me to have some people give it a go. I brought one of the builds we recently sent out to some testers, which only has debug-graphics, because that’s what we had prepared. Then I showed off some prettier content to anyone that was interested. A major new feature we have in this build is that the world is persistent, meaning that any objects that have been moved around or any drawing done on a level will be saved.

As we have previously observed, the game again proved to be somewhat polarizing where about half of players did not enjoy or understand it while the other half seemed to get immersed. Which I think we are still fine with, we simply need to target ourselves towards fans of puzzle games. As mentioned in previous blog posts we have deliberately removed any twitch-based platforming to let players focus on finding solutions.

I made some good observations about issues we needed to fix like tweaking the order of levels, various design bugs that could cause the player to get stuck, and improving the visible difference between phys-boxes that block the player in both world versus one world. Another thing I found interesting was that the youngest player I had come around was really awkward using the WASD-keys to play, perhaps being part of a generation more used to touch screens than keyboards.

All-in-all it was a good experience and I feel like we are still going in the right direction with the puzzles and the open-world progression system. Unfortunately I did not have time to check out any of the other games at the expo.

Playtesting Playtesting Playtesting Playtesting