If you've played Dawnmaker in the last 6 months, you will have noticed, hopefully, that the board was rendered in 3D. After having received a lot of questions and criticism about that feature, we've decided a few months ago to redo the whole board rendering in 2D. After two months of work, I am proud to announce that Dawnmaker will soon have a new version containing only two dimensions! Today we're going to dig deeper into the why and how of this transition.
Dawnmaker
Tuesday, 10 October 2023
Removing Dawnmaker's 3rd dimension
By Adrian on Tuesday, 10 October 2023, 10:00
Thursday, 3 August 2023
Dawnmaker's endless conundrum of infinite replayability
By Adrian on Thursday, 3 August 2023, 10:00
Over the last few months we've had the opportunity to show Dawnmaker to a lot of people, and notably a few publishers. We had the good fortune of receiving very valuable feedback on the game, which allowed us to identify two important problems with it, or at least, with its demo. The first problem is that our artistic direction isn't compelling enough, but that will not be today's topic — though we are, of course, working on it.
The problem we're going to discuss today it that of replayability. Some of our players, and most of the publishers we talked to, have expressed that they do not feel inclined to restart a game after they lose. Once you've understood the patterns of the game, restarting a new game feels like doing the same thing again, and it is boring. That feeling was especially pronounced for players losing in the 2nd or 3rd region of the demo: you have to restart at level one, a level that you have already mastered and don't feel like going through again.
This is a pretty big problem for a game that wants to have a high replay value, which is what we're aiming for. So today, I'm going to tell you about the key thing we're currently adding to the game as a first step to solve this issue.
Tuesday, 4 July 2023
How much does it cost to make a game like Dawnmaker?
By Adrian on Tuesday, 4 July 2023, 10:00
While we were preparing for this year's Game Camp in Lille, we had to work on our pitch for publishers. Part of that was refreshing our budget and making it as accurate as we could, so that 1. we know exactly how much money we need to ask for in order to comfortably finish our game and 2. publishers can see how much the game would cost and compare that to their revenue estimates.
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