It was June 2009 and we were running out of money. We’d spent nearly two years making a game called Lux Tenebras. Our idea was to make a Super Mario version of a horror game; something that could be enjoyed in bite-sized chunks, was replayable, and mostly relied on easily repeatable gameplay mechanics.
The problem was, this game wasn’t working out. Despite a lot of time and effort, it never really clicked. A publishing deal had recently evaporated, leaving our funds basically drained. We had at most a month left in our budget, and while we had a lot of assets, we didn’t have a working game. It felt like the company was on the verge of going bankrupt, and I recall starting on my CV.
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