Crash course


I made a decision a few days ago that I felt like sharing here – I’m not going to enter Halting Problem into the IGF this year. I had a long blog post about why, but I’m probably better keeping it short – I just felt like I was having to rush some important decisions about the game to get it ready to show to people, and I don’t feel like that’s something I want to do, not with this game – I’ve kinda had that experience before, when I rushed to submit Four Letter Word to the 2011 IGF, and I ultimately regretted it. I ended up with something I just wanted to tear down and start over with.

This is a game I’m hugely excited about, and this is how I want to make it. At a relaxed pace, adding new things when inspiration hits, exploring ideas fully as they come. I think this is healthier, and better for the game overall. Maybe I’ll enter it next year instead!


10 Comments so far

  1. Felipe Budinich on October 16th, 2013

    Yes. This.

    I got completely burnt because of rushing a game that should have not been released, because of some external pressure that has nothing to do with the development of the game itself.

    I regret it too.

  2. cat on October 16th, 2013

    yes, take your time friend

  3. Raffa on October 18th, 2013

    That’s good. Halting Problem sounds really exciting. Everything you do seems to have this odd fascinating aura that I just love. By the way, I really wanna play Four Letter Word. Reminds me of a Michael Brough game!

  4. TheJonyMyster on October 21st, 2013

    sorry to be mean _again_ but why isnt halting problem in the main focus thing on the top right of the site

  5. Terry on October 21st, 2013

    I don’t get the impression that you’re really sorry about being mean at all

  6. Terry on October 21st, 2013

    I’m just taking a short break from it, is all. It’s not in full production right now.

  7. FIQ on October 22nd, 2013

    Dat picture.

    Anyway, while what you say sounds reasonable, I still think that showing off some kind of tech demo where you’ve tested around stuff and experimented with things that isn’t necessarily in the final product. Kinda like what happened with Hexagon, which eventually ended up being Super Hexagon, a great game which a lot of people seem to agree with. Now, Hexagon was rather a product of a warmup when that project started, and perhaps not the exact same thing – especially as you didn’t have that kind of pressure with that thing that you would have with this if you submitted it, but I still think it’s important to try out things and show it off for feedback, even though I understand the concern with a game getting rushed and ending up being something you’re not happy with. That’s never fun.

  8. TheJonyMyster on October 22nd, 2013

    what is that picture even anyway
    i know its vvvvvv but

  9. Jotaf on November 19th, 2013

    It’s alright, after all you can’t prove that development will halt and output a game anyway 😉
    (Though I really hope it does!)

  10. arrogant.gamer on December 12th, 2013

    Oh man! I loved Naya’s Quest, and I am still struggling through the last half-minute of Super Hexagon. Whatever you make, whenever you make it, you have my axe.

    Merry Season!

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