Designing Whisker 2: From First Click to Final Level
Designing a game isn't just about individual mechanics. It's about crafting the entire experience from the moment someone clicks "Play" to when they finish the last level.
Designing a game isn't just about individual mechanics. It's about crafting the entire experience from the moment someone clicks "Play" to when they finish the last level.
I used to think programming was just about implementing designs. Then I learned that programming constraints actually make me a better designer.
I spent two weeks building a weather system for Whisker 2. It was going to make the game feel alive and dynamic. Then I realized it was making the game worse, not better.
One of the mechanics I was most excited about in Whisker 2 completely confused players during playtesting. Here's what I learned about the difference between what designers think and what players actually experience.
After making several games, I started noticing patterns in what made games feel satisfying to play versus games that felt frustrating or boring.
For Whisker 2, I decided to make the bold design to make my own assets for the first time since creating the start screen for Murder Mystery.
Although at first a shooter and a cooking game may not have a lot of similarities, it would turn out that a cozy baking game shares a lot of the same mechanics as my third-person shooter.