It's even possible, though I don't know this for sure, that the Escape games feature puzzles and scenarios originally intended for Lake games that didn't make the cut for one reason or another. ![]() I mean, you'll likely feel a bit lost when confronted with a man who shoots himself after you mix him a cocktail, but you get what I'm saying. The developers don't have to necessarily know what's going to happen in the next Lake title to work on an Escape, and a player new to the scene can pick up any Escape and not feel lost. ![]() The stories of the Escapes, such as they are, don't directly reference the Lake games, which serves both sides of the equations. Rather than having to create everything from scratch, the devs can reuse much of what they've already taken the time to craft. The Cube Escape games take place in similar settings to the Rusty Lake games, which means they share an art style and, more importantly, art assets. Best to give people a taste of your particular weirdness while they wait for the main course to be served. It's tough to stay top of mind in a crowded marketplace. Even if you're putting out a game a year, that's a whole lot of time for a player's wandering eye to go in search of its next enamorata. ![]() ITunes certification has sent more than one dev to bed clutching a bottle of gin and questioning their life choices.
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