The second prototype is actually not that interesting - it's just the lab level with placeholder tiles, and it's almost identical to what ended up in the final game.
P.S. Deliverance and Driller ;-)
Heh, well spotted. I love Matt Gray's music.
You have made the good choice by deleting coins, it wasn't really interesting.
Yeah, I think so too - one thing they do, though, is provide you with a reason to explore beyond the main "path". Whenever the game started to develop, though, it became pretty clear that the game wasn't going to be structured that way. I considered having the coins limited to just one area for a while before scrapping them completely.
- did someone play this prototype so you had feedbacks and decided to make another one ?
I sent it to a few friends to get some feedback on it - I tend to get pretty attached to whatever it is I'm currently working on, so it helps me a lot to get some objective opinions on whether or not it's really any good. Pretty much everyone I showed it to really seemed to like it.
- from where do these "words enemies" come from ? (in term of intentions)
I kept a dream journal - the yes men were one of the first ideas to come out of that, and influenced the rest of the enemy designs quite a lot.
In the proto the moving platforms don't carry you. Crazy!
Everyone I showed it to gave out about this, heh. I was a bit stubborn about it for a while. Then I realised that I was really just being lazy, and it worked far better if the platforms moved you.