Sweeping our cutting room floor


The cutting room floor is a messy place and ours is no different.

While the concept that made it through our gauntlet of scrutiny will be the star of the show going forward, we thought it was important to talk about the ideas that didn't make the cut. When it came time to brainstorm, we cut down game genres like a scythe through wheat as we established what we didn't want to do before anything else. After said grim harvest we ended up with four ideas, four of which we slowly narrowed down.

The first of these three was an adventure/business sim game where you play a travelling merchant, exploring dungeons in search of loot to sell to novice and later hardened adventurers. As your business expanded you would be able to hire adventurers yourself to allow you to probe into deeper and more dangerous dungeons. In the end, we decided to cut this game as its gameplay didn't line up with what we wanted to make this year.

The next was a Hero puzzle game where two players would navigate rooms of puzzles that had multiple routes that you could solve by using the different abilities specific to each hero.  When all was said and done, we decided against making a multiplayer game so this one got cut.

Lastly, we had the idea for a cute city builder game where you would take the lead of a group of goblins, recently displaced by nasty adventurers. You'd slowly grow your monster settlement, taking in other lost creatures to grow your numbers while readying waves of your villages to fight the onslaught of overgeared and overlevelled adventurers. We ended up deciding against this as the concept fell short of what we wanted to do this year and could have grown far out of our hands if we weren't careful of feature creep.

When we sat down and spoke about it, we came to an agreement that we could do more creatively with the current concept. It allowed us to experiment more with both narrative, gameplay and art style which is really what we were hoping to get to do with this project; experiment and grow and developers, hopefully making a fun game along the way.

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