Remember RememBear, the third of SeptemBear!
As a solo, hobbyist game designer I have made some dreadful games. I have made some OK games. I have seldom followed a game through to its fullest potential. I think this is because we seldom do our best work alone.
I’ll often show people my prototypes at Brighton Indies if the mood is right. So many people’s opinions and ideas have contributed to RememBear, some which have been directly added, some which have been tweaked, and others which have been ignored. In fact, the game was almost finished when someone pointed out that the design itself was broken. That was embarrassing, but this is how we learn.
More importantly than showing your game to people is working closely with others. This is the first time that I have worked a project through to release with other people (professional employment aside). It has taken me a while to realise the importance of this, which is a further embarrassment. You love your game, you think it’s ace. You’re probably not conceited enough to think it’s the best game ever, but still you don’t realise how important other people’s input is.
With that in mind, I really, really need to thank Faye for her work on RememBear. I needed someone to fill in my coder art and she did so much more – coming up with amazing ideas like the bear-mugshot for the score counter, and literally helping me think outside the box with the bear attack effects. The game would not be worth even looking at without her talent and ideas and she is awesome.
Secondly, Joe is an amazing writer, who gave the game a voice. The tutorial text in game was a bland “press x to y” instructional text, and by rewriting it in a Drill-Sergeant Ranger character it became so much more engaging and just as instructional. He also advised and revised the tutorial design, because RememBear is a pretty difficult game to explain to someone – as easy as it is to play. Joe also helped when writing the verse for the trailer (and came up with the idea), tidying my terrible rhymes into something more sensible.
If you’re making a game on your own and you want to release it, find incredible people to work with. You’ll thank them.