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Image & Form on SteamWorld Dig's dev time, future projects, console aspirations
A portion of a SPC interview with Image and Form's Brjann Sigurgeirsson...
PS: How long was development for SteamWorld Dig? Were there any issues, problems or challenges the team had during development of the game?
BS: We started developing SteamWorld Dig in October 2012 and submitted for lotcheck at the end of June 2013. For us, that's a very long development period.
The main issue appeared some 2-3 months into development: the game simply wasn't fun to play, and early testers were looking at us with "what am I supposed to do now?" expressions on their faces. We decided to take a step back, not develop anything for a few days, and just brainstorm around this problem. We then made some bold decisions, to introduce the wall-jump that we'd been avoiding - we thought the game would just be too short if you could dig vertically down and jump up the same way instead of having to zig-zag your way down - and to shorten tutorials to a minimum. Rather, let people find out for themselves what they're supposed to do, and don't let them go until they've learned it.
PS: Are you able to divulge any hints about future projects? Does the team at Image & Form have an idea or two on what they’d like to develop?
BS: Right now we're working on three things:
- where to take SteamWorld Dig next
- the next installment in the SteamWorld series (mind you I'm not using the word "sequel"), and
- a wonderful iOS game called Spin Demon.
We are full of ideas the whole time, and have around 10-15 strong game ideas that we would like to realize one day. Most of them are unique and very different from each other.
PS: Does Image & Form have any desire to enter the console marketplace for your digital games? Is that a possibility for the future?
BS: Yes. And yes. :)
Full interview here
PS: How long was development for SteamWorld Dig? Were there any issues, problems or challenges the team had during development of the game?
BS: We started developing SteamWorld Dig in October 2012 and submitted for lotcheck at the end of June 2013. For us, that's a very long development period.
The main issue appeared some 2-3 months into development: the game simply wasn't fun to play, and early testers were looking at us with "what am I supposed to do now?" expressions on their faces. We decided to take a step back, not develop anything for a few days, and just brainstorm around this problem. We then made some bold decisions, to introduce the wall-jump that we'd been avoiding - we thought the game would just be too short if you could dig vertically down and jump up the same way instead of having to zig-zag your way down - and to shorten tutorials to a minimum. Rather, let people find out for themselves what they're supposed to do, and don't let them go until they've learned it.
PS: Are you able to divulge any hints about future projects? Does the team at Image & Form have an idea or two on what they’d like to develop?
BS: Right now we're working on three things:
- where to take SteamWorld Dig next
- the next installment in the SteamWorld series (mind you I'm not using the word "sequel"), and
- a wonderful iOS game called Spin Demon.
We are full of ideas the whole time, and have around 10-15 strong game ideas that we would like to realize one day. Most of them are unique and very different from each other.
PS: Does Image & Form have any desire to enter the console marketplace for your digital games? Is that a possibility for the future?
BS: Yes. And yes. :)