Sunday, 25 August 2013

Making it fun

I'm turning ideas for Gettin' Away With It over and over. There's a system and a flow for it all but I'm stuck with a key hurdle. 

Is it fun?

Is every part of the game fun or do I have components which exist only as support for the parts which are fun? The game itself should produce stories like Breaking Bad, either with a serious flavour or a fiasco-esque flavour. At the moment, however, there are parts which seem like a drag to play through just to reach the fun parts. 

Every part of this game has to be fun or engaging, otherwise it's getting the chop. 
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