PAX East is nearly upon us! We will be there, and for the first time ever, be making a playable demo of Road Not Taken publicly available for all to enjoy!
This may have triggered a wee bit of panic in our studio.
Suddenly, all the little bugs we’ve been ignoring demand attention. That crash that occasionally happens during the first mission? Must-fix! Slow loading times? Speed those suckers up!
Lately, we’ve been doing a ton of playtesting of Road Not Taken, particularly with fellow game developers. (If you’re ever looking for brutally honest feedback, other game developers are a good place to start.) In general, the feedback has been pretty positive: people love the game’s basic mechanics, art and audio. But one big issue repeatedly crept up in many of our playtests: people weren’t sensing the depth of the game and weren’t feeling a strong sense of progression. This post is all about how we’ve been fixing that.
In previous blog posts, we’ve talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken. This system is what makes Road Not Taken a fun game to play repeatedly, and — as with any good roguelike — you’ll need to play Road Not Taken many times before you’ve stumbled upon every interesting object and creature lurking in the forest.
Hi folks! It’s an honor to be posting here for the first time. I’m the co-founder of a studio called Spry Fox. We’ve made some well-known mobile and PC games such as Steambirds, Triple Town, and Realm of the Mad God. I’m super excited to announce that our next title — an original puzzle game called Road Not Taken — will be launching on PS4 and PS Vita in early 2014! Road Not Taken is a game about life’s surprises, both positive and negative. In our take on Robert Frost’s poem of the same name, you wander through a mysterious forest in the aftermath of a large snowstorm.