What development tools were used to build your game? I had the idea that I was making a game that was ‘about’ Sexy Hiking in some way, and I wanted to reinterpret the way that Jazzuo reused assets from commercial games, and so I came up with the idea that the player would be climbing a mountain of discarded electronic trash. To a lesser extent, it’s an elaboration of the single-player mode in my 2009 pole-vaulting polo game, Super Pole Riders. Well in terms of action mechanics, at its heart it is two things: first and most obviously, it’s an homage to Sexy Hiking, Jazzuo’s famous B-game from the early 2000s. I feel like I’m not answering this question in the spirit it was asked, sorry. One day, I started making games, thanks mainly to the encouragement and support of folks on the TIGSource forums. I have an undergraduate degree in physics, then I was a musician for a while, and then I was a philosopher for a few years. Gamasutra spoke with Foddy about some of the motivations behind this experience, and the hope Foddy has that players will find joy in overcoming (with a little moral support from the creator himself). This ruthless experience is nominated for Excellence in Design, The Nuovo Award, and the Seamus McNally Grand Prize in the IGF, but its design isn't rooted in cruelty toward the player. Doing so is about as easy as it sounds, dooming players to some crippling failures as they tumble all the way back down the mountain after a single miss-gauged swing. Getting Over It with Bennett Foddychallenges players to climb up a mountain of trash as they sit in an iron pot, using a hammer to fling themselves up the pile.
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