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October 25, 2012



Despite loving Geometry Wars, complaining about the lack of co-op games and following Schizoid development I ended up not buying it after trying the demo. I think the main reason was : the game felt sluggish.
Maybe I should give it another try.

Regarding the money spending thing, this article about prototyping http://www.gamasutra.com/view/feature/179501/rapid_prototyping_tips_for_.php writes about "Art of high enough quality that users aren't distracted by it".
Maybe this can be used as a rule of thumb for small budget game dev (of course it would also apply to code, PR, etc)...

Jamie Fristrom

Oh yeah, the 'sluggish' thing - lots of people said that! I need to write an article on actually listening to feedback (and how we didn't do enough of it)!


It's hard to find the line between perfection and "good enough to ship" for most indies. You've definitely learned a lot from Schizoid, and I totally agree with the sentiment that failing quickly and efficiently is the best way to iterate until you succeed.

Yet, with that in mind, would you re-make the game if you had the chance?

I'm working on my first interesting development project, and already I'm so personally invested that I feel like I'd fail to judge my work rationally. It's good to be reminded that our games, even in the worst case scenario, need to be powerful learning experiences.

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Jamie's Bragging Rights

  • Spider-Man 2
    The best superhero games of all time Game Informer
    Top five games of all time Yahtzee Croshaw
    Top five superhero games of all time MSNBC
    Top 100 PS2 games of all time Official Playstation 2 Magazine
    1001 Games You Must Play Before You Die Nomination for Excellence in Gameplay Engineering Academy of Interactive Arts & Sciences
  • Schizoid
    Penny Arcade PAX 10 Award
    Nominated for XBLA Best Original Game
    Nominated for XBLA Best Co-Op Game