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“It’s done, there is no way back. We tried, we failed”

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Re: “It’s done, there is no way back. We tried, we failed”

#5

Here is the steam page. http://store.steampowered.com/app/281940/ Remind me of Alice, which had some beautiful levels. http://store.steampowered.com/app/19680/

It's a real shame, since I was really looking forward to this game!

I suppose I should count myself fortunate that I didn't Kickstart Woolfe.

Seeing these failed projects is grim reminder that just because you back something doesn't mean it will be delivered.

Re: “It’s done, there is no way back. We tried, we failed”

#6
post #5

Here is the steam page. http://store.steampowered.com/app/281940/ Remind me of Alice, which had some beautiful levels. http://store.steampowered.com/app/19680/

It's a real shame, since I was really looking forward to this game! I suppose I should count myself fortunate that I didn't Kickstart Woolfe. Seeing these failed projects is grim reminder that just because you back something doesn't mean it will be delivered.

Since you didn't back it back then, you can now buy it immediately on Steam. It looks like a functional game, and not a failed project.

Re: “It’s done, there is no way back. We tried, we failed”

#7

"But changing gameplay from 2D to 3D had a major impact on overall development cost (we found out a little too late)" Not to pile on, but this was very surprising to me... how could you not know that this would have a major impact?

>Passion and commitment are not a substitue for experience

The author explained more or less. Inexperience.

Re: “It’s done, there is no way back. We tried, we failed”

#8

"But changing gameplay from 2D to 3D had a major impact on overall development cost (we found out a little too late)" Not to pile on, but this was very surprising to me... how could you not know that this would have a major impact?

Bit off more than they could chew? Didn't have an extensive background in game building? Perhaps they just never built a 3D game before?

It's kind of like when some of the first 3D games came out, modelers would model a brick then build a wall out of them, instead of just modeling a brick wall other ways, like putting a brick texture on a regular wall. They probably just couldn't come up with a good way to 'cheat' 3D collision detection that worked for them. Approximating is a huge part of game algorithms even with the power of today's hardware.

Re: “It’s done, there is no way back. We tried, we failed”

#9
I haven't played the game and I see the reviews are "mixed" on steam but looking at the video they certainly did an amazing job for such a small team. Of course at the end of the day it has to be a good game but they should still be really proud about how far they got.

I hope they try again and apply whatever lessons they learned

Re: “It’s done, there is no way back. We tried, we failed”

#10
I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong!

When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago.

I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one and increase the unit: 1 week = 2 months; 2 months = 3 years; 3 years = you're doomed".

For a less anecdotal version, read The Mythical Man Month. (The factor he arrives at is 9.)

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