- Mar 2, 2021
- 119
- 235
I try not to comment on other people's games, Crush is doing a lot of great stuff with a lot of variables and is pushing Twine to its limit. Would the game be as successful if it wasn't for the custom character? I don't know. But I imagine it takes up a lot of time and is a technical nightmare to account for every single scene, then an expression change. I like the custom character stuff, but I could just do with a generic stylised portrait like the other characters. I really like the story and setting rather than the custom character stuff, which is just a nice bonus, but the writer's block must be real.I have two minds about this. Making an html (usually actually twine) game is easier than a lot of things that people do. It's easier than most jobs. However, it can become extremely difficult when people get in their own way. There are many different personality flaws that can cause this issue, and most of us (myself included) have potential paths towards a bad situation like this. However, if people don't self-defeat, it's actually easy if there's a structured and realistic plan in place.
Honestly, I think many creators eventually clue into how their project has reached a peak and has become self-perpetuating in one way or another. At that point, creators may simply open separate accounts to make other open-ended games to earn money without progress as well.
Finally, some creators lose their minds as soon as they encounter feedback--yet another personality flaw in play. That's probably more frequent than we may guess. Some people are simply too important, either in the non-Internet world or in their own minds, to be wrong or to make a mistake. That does not translate well into game design.
I've had it with the game I develop, I check in on other games sometimes and recognise the same problems I've had in other developers. It's really hard to put until you have developed your own game, one week everything will be perfect, then the next you're having a crisis of confidence with what you want to achieve and if you can achieve it. Sometimes you just get stuck on what the fuck to type next, then that turns into weeks and then months. Just my perspective, though I'm not getting a lot of money and have other commitments and I understand why some people get a pissy with it. I also get that people might think progress is slow because once the game is finished, then what? But other developers have moved onto other stuff and retained their audience. I have no idea if he works with other people or if it is a solo operation.
Just my two cents after I began working on my game.