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Hi, my name's Mark and I am making a
video game called Mind Over Magnet,
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a delightful puzzle platformer
about, you guessed it, magnets.
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Now, when I returned to game development after
my Christmas break, I noticed a very interesting
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button in my Steam Developer Dashboard
thingy that I can't show you due to NDAs.
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Basically a button to submit
the game to the next Next Fest.
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This is Valve's online games convention
where developers can share demos of their
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upcoming games and it's proven to be
a pretty powerful marketing technique.
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I mean, look what happened to
the very addictive poker-based
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roguelike game Balatro in
the last one in February.
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So I knew I had to submit Mind Over Magnet
to the next Next Fest happening in June.
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I just needed to create a trailer, make a demo,
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and fix one very annoying thing about my
game that's been bugging me for months now.
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Let me explain.
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♫ Music ♫
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Okay, so my game is pixel art, right?
But the sprites are pretty big.
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I mean, compare Magnus to Mario, or Madeline.
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This means that a typical room
might fill up 1280 by 720 pixels.
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So if you're playing on a really old
720p monitor, great. Pixel perfect.
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And if you're playing on a nice
1440p monitor like I do, cool.
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We can just double all of the pixels.
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And if you're playing on a really nice 4K
TV, then I can just triple all of the pixels.
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But what about 1080p, the most commonly used PC
screen resolution according to Valve's surveys?
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Well, that's a bit tricky because
that's 1.5 times bigger than 720p.
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And, well, there's no such thing as half a pixel.
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Now there's a few different
solutions to get around this problem.
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One is to just let Unity figure it out.
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Like add an extra pixel here and remove an extra
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pixel there to make all of those half
pixels fit onto a full pixel grid.
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But as it sounds, that's not perfect.
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And things can look really squiffy and ugly,
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especially when it comes to
angles and curved surfaces.
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Another solution is to use anti-aliasing
to feather all of the edges.
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But now everything looks blurry and it's no
longer that crisp, retro-looking pixel art.
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And solution three, or C, forgot what we're doing,
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is to keep the pixels as they are but have
a stonking great border around the screen.
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And now everything is small and zoomed out.
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Now I tried all of these solutions.
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I put in a setting in the menu for pixel perfect
mode that would add borders around the screen.
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I coded up a system so it
would systematically only
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add anti-aliasing if the pixels couldn't
be multiplied by a nice round number.
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And at times I wondered if maybe
players just wouldn't notice the ugly,
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squiffy pixels and it was just a me thing?
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But ultimately it felt like I was trying
to find the least worst compromise.
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And I spent a long time going back
and forth between these things,
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trying to find one of these three solutions that
would kinda, almost, sort of work for the game.
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Now of course there is a fourth solution
but I don't even want to think about that.
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And I mean it would work but
I don't even want to say it.
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Okay fine, I'll say it.
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I could get rid of all the pixel art and replace
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all of the graphics in the game
with brand new 4K ready artwork.
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But that... but that would be mad, wouldn't it?
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So I replaced all of the pixel art in
the game with brand new 4K ready artwork.
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I took every sprite, tripled it in size,
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and then remade it using Photoshop's vector
tools like the pen tool and the shapes.
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That's every button, every door, every decorative
object, every magnet, every UI element.
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And you know what?
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It didn't actually take as
long as I thought it would.
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I mean my pixel art is already pretty chunky
and made up of simple shapes with basic colours.
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I also chose not to use this newfound pixel real
estate to add in extra details because I wanted
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things to still be super readable when crunched
down to a smaller display like the Steam Deck.
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And I also chose not to remake the background art.
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Instead I kept that as pixel art and just threw
on a depth of field filter to blur it out.
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But no one needs to know about that, right?
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That can be our little secret.
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And after all of that work I'm actually
really happy with how the game looks now.
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Magnus has way more charm and character.
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The game no longer looks like yet
another generic pixel art indie game.
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And the game just works.
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You can put it on a 4K TV
or a 1080p monitor or the
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small screen of a Steam Deck and it just works.
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It just works.
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And the funny thing is, in the
end I probably spent more time
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trying to find a good compromise than
I spent just remaking the art assets.
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And so I've learnt a really good lesson from this.
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Well, two lessons.
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One is just plan ahead.
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I made the sprites long, long, long before I made
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the final camera system and just kind
of hoped that they would work together.
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They didn't.
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I mean, there's this button in Unity for
a pixel perfect camera and I kind of just
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assumed I could turn that on and things
would be perfect, which is dumb and naive.
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That is not how it works but I know that now.
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But the other lesson is sometimes it feels
like a good idea to try and find a compromise
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or a loophole or a workaround but
that's kind of the lazy way out.
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And sometimes it's just better
to bite the bullet, knuckle down,
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and do the hard work to make an actual real
solution that's going to work properly.
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So in the future I'm gonna save myself some time
by just skipping ahead to doing the real solution.
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Okay, so with that kind of a nightmare out of
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the way it was time to move on to
the next thing - making a trailer.
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Now this is something I've put off
for a long time simply because my
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game just isn't done yet so there's not
a lot of stuff to show in the trailer.
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I mean I finished World 1 but if I just show
that then the whole trailer is gonna be the
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same footage of the same turquoise-y sewer
system over and over again for two minutes.
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Not a good depiction of what
my game is really about.
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So I decided to use the ancient
art of "fake it until you make it".
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Quite literally make it in this case.
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Because I've got a load of stuff that isn't
quite done yet like these levels that haven't
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been playtested and are currently using the
blueprint background design I use for development.
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I've got some half-finished backgrounds and
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some different mechanics that
aren't implemented fully yet.
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If I throw all that stuff together I can make
some content that isn't 100% going to be in
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the final game but is pretty indicative
of what the game is going to be like.
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Side note, I actually think I did
too good of a job with this because
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after I posted the trailer I got
a number of comments from people
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congratulating me on finishing the game
which I will take, thank you very much.
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It's not actually done. It's all fake!
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So with this new content I then recorded
myself playing through those levels.
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I didn't have any music on but I did keep the
sound effects on so those can be in the trailer.
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Also, at the risk of talking
more about screen resolutions,
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I recorded everything in 4K but
the trailer is only 1080p so I
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can crop the most interesting bits without
having to zoom in and lose image quality.
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I then threw this footage into Adobe Premiere and
cut out all of the most interesting little clips -
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you know, interesting animations or depictions
of mechanics or narrative beats or whatever.
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Now as for music, I do actually finally have a
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composer for the game now so I can
shut that very large Google form.
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Thank you very much for
submitting your name, everybody.
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They're not quite ready to work on the game yet
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so for this trailer I just went to my
favourite audio source, Epidemic Sound.
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And the cool thing about Epidemic Sound
- and this video is not sponsored by
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Epidemic Sound but if you go to the
description and hit my link I will
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get paid by Epidemic Sound - is that when
you download music you don't just get the
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full song but also the individual stems
like the melody, the bass, and the drums.
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This meant I could isolate the drums and have it
so the footage changes on the drum beat like so.
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In terms of the narrative arc of the trailer,
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I start with just really simple stuff like
using the magnet beams to lift up blocks.
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Then I slow things down to introduce Magnus
as a character, then show what Magnus can
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do as a game mechanic, and then have a
rapid fire montage of other stuff you'll
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see in the later half of the game like other
magnets, other mechanics, and other worlds.
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And then end with a nice call to
action to wishlist the game on Steam.
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Now this is not the best trailer ever made - I put
it together in like the course of a single day,
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I also don't have a huge amount of footage
to use, and I'm simply not Derek Lieu,
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you know, the guy who makes all of those
awesome trailers for every indie game.
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But I think it serves its purpose for now.
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And also I posted it on YouTube
and other socials and it pushed
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the game past 30,000 wishlists which is
pretty good before Next Fest even begins.
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And then finally there's the demo.
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Now I'm not 100% sure how much
stuff I want to have in the demo.
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Like the trailer, if I just
have world 1 in the demo,
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that's not going to be very indicative
of what the whole game is like to play.
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So maybe it should also have world
2, or half of world 2, or whatever.
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So I need to start making some of that.
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But in any case, I think I just need
to get working on finishing this game.
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Because like, going back to Balatro, you
might have noticed that the game built
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up a huge amount of hype during Steam Next Fest,
and then launched for real a couple weeks later.
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Pepper Grinder is kinda similar:
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it's launching about one month after
the end of its Steam Next Fest debut.
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And so if I'm going to showcase
my game at the Next Fest in June,
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I should probably look to
release it in July or August,
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and that's not hugely far in the future,
and so I'd better get on with this game!
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Now in the last few weeks I
have discovered a pretty good,
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not to sound too grandiose, production
pipeline for getting this game done.
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It's very much inspired by
Valve's approach to making Portal,
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which I discussed in that video
on Valve's playtesting philosophy.
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It basically works like this.
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On Tuesday through Thursday I
work on new content for the game.
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New levels, fancy new backgrounds, or
new cutscenes. Anything new for the game.
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On Friday I work on bug fixing.
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I take a few items off of my
ever-growing Trello to-do list
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and try to find a good way to solve that
bug, and then do some more bug fixing.
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And then at the end of the day I take what
I have, test it, and export a new build.
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I then give it out to some playtesters,
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usually like a few randos on Twitter,
but a maximum of three playtesters.
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Then on Monday I check my Twitter DMs
to find some nice playtesting footage.
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I watch the whole video through and make as many
notes as possible for things I want to change,
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like bugs, or places that need more polish, or
levels that are too easy or too hard or too fiddly
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or have some exploit that I didn't foresee
when I was developing that part of the game.
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Now I've had some version of this process
throughout the game's development,
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but I feel like I'm really perfecting it now.
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Like, in the past, I've given
builds to too many people in one go.
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That just ends up with way
too much footage to watch.
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It's just overwhelming, and if one person
stumbles upon a bug or an exploit it's
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really painful and not very useful to then see
that same thing crop up in nine more videos.
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Also I've given out playtest builds in the
middle of the week, and then I'm just kind
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of stuck because I can't do anything
until I get the playtest footage back.
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So doing it on Friday means people play the game
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over the weekend when I really should
be taking a break and playing Balatro.
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And so with this process the game
is really starting to take shape.
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New content starts out a little bit rough and
experimental but then quickly gets playtested,
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and stuff that's been in the game for
a long time, stuff in the early levels,
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has been seen by so many playtesters
and had so many little tiny tweaks
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and bug fixes that it's now starting
to get seriously polished and good.
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And so with this process I feel
somewhat confident that the game
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will be done shortly after its Next Fest showcase.
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But I can't do that if I'm standing here
rabbiting onto you about what I've been doing,
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so it's time to get back to
development for some time.
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I've got to run a playtest,
or watch playtest footage,
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or make new content for the game,
or do bug fixing or play Balatro.
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See the aforementioned schedule, compare it
to today's date, you'll know what I'm doing.
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As always GMTK Patrons can play the latest
build whenever they want but if you're not
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supporting the show financially - and I mean
why not - you can just wishlist the game
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now on Steam and you'll be notified when the
demo is available during the next Next Fest.
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Thank you so much for watching
and I will talk to you soon.