
33: Making Generous Games with Terry Cavanagh (Dicey Dungeons)
Eggplant: The Secret Lives of Games
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How to Judge the Right Decisions for How to Blow Up a Prototype
I wonder if you could take a shot at explaining the kinds of problems or the thoughts that go through your head when you're staring at something like the seven day roguelike version of dicey dungeons. How do you judge the right decisions for how to blow it up and and make it into this larger thing? What are your heuristics for for that kind of approach because you're not obviously just coming up with an idea sitting down and doing it and seeing if it works rightSomething in your brain is like shooting down some things and improving other things and what does that look like. Yeah I think I um I start with jam games with an idea of something I want to try and then
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