What a blast! Running a booth was as fun as ever, but before we get into M+DEV, let’s talk about the problem with S’no Problem.
In my previous blog post, I exclaimed about how excited I was for adding bug fixes, Halloween-themed levels, etc. etc. However, when my good pal and roommate Ian Cooper play tested S’no Problem, he noticed something. Something glaring.
S’no Problem was too easy.
As a puzzle game, S’no Problem should be somewhat challenging, but Ian informed me that most levels’ solutions could clearly be seen without moving any elements on the screen.
Of course, I didn’t want every level to be super challenging, especially the starting ones. However, with a dozen minus one easy levels and one frustrating level, a lot had to go. So, with about two weeks before M+DEV, every level was adjusted in some shape or form, whether that be some small edits or a brand new level entirely.
I poured a lot of time into S’no Problem. Was it worth it? Well, I’ll let you decide.
At my booth last year, Cowboy’s Chorus did not have much gameplay. As a result, people shuffled in and out pretty quickly. However, S’no problem had a dozen levels to play through, and I was pleasantly surprised that most people would stick around to play through the whole game- spending approximately ten minutes at my booth!
As always, I met a lot of cool and interesting people at M+DEV, and even some familiar faces. I even got to be part of a TikTok (pretty cool). I’m already thinking about next year’s M+DEV… However, I want something a little more solid than S’no Problem. Something more than just another game. Something… different.
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