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Our tutorial for the first game was a bit of a joke and so we've put focus this time around in making the tutorial a big priority.
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I personally think that a big part of the reason people had such a hard time with the first game, besides what I've already mentioned, is that we did a poor job of teaching players how to play the game. We're trying to create a more enjoyable experience for all players, but once you get past the tutorial level the difficulty will definitely begin to ramp up further than it did even in the first game.
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This alone would generally cause someone to quit the game and not bother picking it up again. There were times in the first game where we would be watching someone play and an important item would end up somehow falling through the floor. Making it easier for people to put up with and focus on the core of the game is a big goal. We don't consider one audience more important than the other, but we are definitely trying to pull new players in. We've been doing A HUGE amount of testing as far as this goes with players of the first game to make sure that we aren't getting rid of the feeling they got playing Octodad 1 and I think we're really close to hitting the mark as far as Octodad himself goes. This time around we've smoothed things out a bit to make his movement slightly more predictable. I guess that kind of describes game development in general, but our oomph comes from people loving Octodad himself even though he's purposefully difficult to control. Our goal is to have people ride the line between frustration and fun. We spent tons of time at the beginning trying to get rid of any show stopping or annoying bugs that tended to push people over the line of what they could stand. In Octodad 1 a lot of his movements were chaotic like we wanted, but they were also completely unpredictable as far as knowing if he would get stuck in a wall or something like that. Most of this comes from only having about 3 months of production to hit our IGF deadline, but we're also getting better at what we do every day by talking to players and other developers.įrustration is a big part of the game, but we also only want it to be frustrating when it's intentional. What I mean by this is that there were a good amount of bugs both through design and tech that sometimes held people back from really having fun the way we might have wanted them to. A lot of what we came to realize is that we needed to lower the barrier of entry so that players could focus mostly on wrangling the controls of the game to their will instead of having issues with feedback, bugs, and poorly designed challenges. We spent a lot of our initial time trying to figure out exactly what it was that people enjoyed about the first game and what the things that were holding the game back were. How are you going to make this one appeal to existing fans of the game and nubs alike? Which audience is more important? To what extent is this a compromise? Lead Designer of Octodad 2 Kevin Zuhn Made Another Game ISTBAR. Short Time Line of Octodad 1 Development. Let loose some of the early Octodad concept art - īonus Octodad 1 Levels and Successful Kickstarter. Launched our Kickstarter for Octodad 2. Here are some past articles that will get you up to speed (Chronological order down): I'll come back with some more tomorrow on what's actually going on right now. It's interesting because this is the first time we will have any sort of existing audience while creating a project. We've also changed the look of the game to be a bit more cohesive while still trying to hold onto our zaniness.
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More of a controlled chaos instead of just plain chaos is what we're really going for. We really want them to be something you can master. We've been looking into making suspicion a much more integral part of the gameplay and also polishing the controls to a point where they still have their desired affect of being frustrating, but don't cause people to quit. There were a lot of bugs and problems with our old technology that we really didn't have the time to fix for the first game because we were trying to hit the IGF deadline for the Student Competition, but this time around we're all about polish/pzazz. We started Octodad 2 development back around May of 2011 and have been building up to production since then.
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You can also download the first game for FREE here: If you happened to miss out on what the original Octodad was you can see the trailer here: This is a better place to converse than the commenting section of our site and we could really use everyone's feedback on what we've been doing. So I've been absent from TIGSource for a while and figured I should start keeping everyone informed through here as to how we're doing on Octodad 2 development.
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