Posted November 19, 2024 by Simon Chen
#game-design
With the beta presentation done and less than two weeks left of the course, I feel like now is a good time to reflect on what we did well as a team and did poorly. This was my first time leading a team of this size and I am incredibly grateful to have been given such an amazing group of people and I am really quite proud of what we were able to do in such a short amount of time. With that said, I proceed with the question of this blog post: What makes a good Cooking With a Gun (CWAG) level?
From our 70+ formal playtests in both alpha and beta, our designers have found among a slew of other things:
With these findings in mind and after some thought and reflection, I have come up with 3 things that I feel like are the core things that make up a Cooking With a Gun level:
The results kind of seem obvious that they would be true, but during the creation of the levels and throughout every design meeting, it's really easy to overlook these and lose sight of why in Cooking With a Gun you are cooking with a gun. I believe this is true for every game, as when you are in the thick of it, we forget what about these ideas drew us to them to begin with as we are more worried about technical details and problems to solve. We as developers should stay diligent and should constantly remind ourselves of these pillars and player promises as to not stray too far from the main path, as it is so easy to do. To me, these things are the heart of what makes a good CWAG level.
Moving forward with the game, with preparations before Level Up 2025, and even hopes of a steam release one day in the future, I feel like these findings will be very useful for us and any future plans we have for the game!