Ever had that itching desire to break out of hell and into the highest reaches of heaven? In Party of Sin, you take control of the Seven Deadly Sins in a coopetitive puzzle-platformer for 1-4 players. Master a large, dynamic team of anti-heroes -- the Seven Deadly Sins -- as you forge your destiny on a quest to troll humanity. Envy, Greed, Sloth, Pride, Wrath, Lust, Gluttony are all multi-dimensional with special powers useful in many situations. Swap characters on the fly as you change tactics based on the situation: ALL the Sins are useful in combat, ALL the Sins aid in puzzle solving, and ALL the Sins have coop interactions, both Good and Evil. Adventure: A full 6 to 8 hours of gameplay is provided, in both solo and coop modes. Play over 20 levels on your adventure through Hell, Purgatory, Earth and Heaven. Upgrade your Sins in the shop by collecting God's forbidden apples. Five bosses like the Demon Narwhal and the Airship Captain stand in your way.
Last week we realized we were at a pivot point. This week we've decided just what that pivot is going to mean for our development. We'll be removing a lot of features from the game so that the remaining ones can truly shine. Read more to see which ones were voted off the island!
Posted by AlfredG on Jul 30th, 2012
I wanted to give everyone a little update on the pivot we decided to do last week. I wrote the blog post on Thursday, and after writing it up we went through a lot of deliberation on the team. Some people we're ready to 'go back to the drawing board' while others took a more pragmatic approach and reminded us the game could never be perfect.
Forcing the team to wait until Saturday to make the decision was critical, I think. It allowed our emotions to settle and to really consider both sides of the coin. At first, I spent time prototyping some rather radical ideas. What if only one of the sins could attack? What if there were no enemies at all? Theses changes were so radical they pretty much broke the whole game and would have thrown us back into another one-year development cycle. We gave ourselves the constraint that whatever change we did make couldn't delay production. It was enlightening just to have a chance to try it out though, and it brought new perspective to the problem.
We also spent some time looking at other games in our genre. How did Trine balance combat and puzzles for instance? We also considered just doing nothing. What would be the outcome if nothing changed?
The final plan was crafted during a 3 hour long breakfast meeting on Saturday morning. I got together with our designers Vince and Charnel and looked at the problem from every possible angle. Here were our conclusions:
Overall, the changes weren't too dramatic and 95% of them involve removing something that is broken, unbalanced and time-consuming to fix. The game feels a lot cleaner now, the difference is striking. In the past couple of weeks we've removed a ton of dead-code and features which have been rendered obsolete because of these changes. It felt great.
My post last week also brought about an interesting question on reddit. Can games really pivot? Are they startups? I think so, but I will elaborate a bit more on that next week!