In Devblog #7, the lead programmer of Parcel Jani Kärkkäinen talks about his challenges and triumphs making the puzzle game:
Jani wrote: Less than two years back, I entered the production of Parcel as an intern. At this point, Parcel had been prototyped and pushed onwards for more development. During this time, I had the notion that we really shouldn’t be developing the prototype further, but design the base logic from scratch and start developing the real game – prototypes are prototypes after all, and there’s no reason to carry the baggage to the finished product. However, being an intern I didn’t really push this subject – I did make sure everyone involved heard me, but as just an intern, I didn’t feel I had the right to push harder than I already did.
Read the rest of the devblog here: Polarbunny.net