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.
As we’ve mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. That is, you get a completely new experience every time you venture into the forest. When designing a game like Bioshock or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game. With Road Not Taken, we’re not hand-selecting anything. We spend our time creating interesting objects and enemies, and then carefully defining the probabilities of when and where you will encounter them.
here is a repeated theme in our upcoming game, Road Not Taken, which we announced here back in August. The characters in our little northern town have all lived their lives according to the same plan: first you go to school, then you get a job, then you fall in love and finally you start a family.
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.