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Thanks for the thorough reply! I'm using the same or similar method for pickups in my game (using the predetermined set) without thinking too much about it (I'm focusing in other aspects of the game), but that design choice piqued my interest. Maybe it could work in a game with a different goal. Anyway, I love to think about metaphors for mechanics, so it's food for thought.
Trying to finish my first game. After many tutorials and frameworks, I am finally building something that seems fun to do and feasible. I gave a lot of tought to the concept already, and have some basic mechanics already implemented (kinda like a tutorial level). I learned a lot since I started it last month, but I know if I don't keep on it and finish it, most of it will go to trash and I'll be really dissapointed. I want to at least have a playable prototype at the end of the month.