Since entire team is overcrowded with outsourcing tasks that are essential for our surviving at the moment (it's a shame that indie developers also have to eat..it really spoils all the fun), here is just a quick follow up on the Fear of Floating and where it stands at the moment.
We recorded a short video that demonstrates few new things. You can see the glimpse of winds, crushers and enemies; and our tendency to make FoF a bit more dynamic and fast(er) paced game:
The main dilemma that bothers me at the moment is the compromise that I have to make between the following:
1. easy-to-pick game, but with modest potentials for mastering it - accessible to large game audience
2. difficult to pick, but with a lot of potential to master it - small game audience, but possibly more fanatic and dedicated
Our game utilizes funky and original control method that is really fun once you master it. But during the learning process it can give a player some really tough time - depending on his/hers proficiency in using mouse. Naturally, I want my game to be played by as large auditorium as possible, but the dilemma is - how far into simplification one should go in order to maximize the gaming audience for his game?
At one side we have innovative control method that is difficult to embrace, but there is a lot of space for personal advancing.
On the other hand, I would like to have as large audience as possible..so, i have to make it more simple..if i make it more simple, there is not much to learn and perfect after...
Where and how to make a compromise?
..that is the question.