Yep, that’s four years since I started work on this game — it still has no name (that’s a lie, it almost has a name), but it is still blisteringly consistent with the original vision. So assuming that my constant ramblings haven’t been too coherent over the years, here’s a video so you can acquaint yourself with what it’s actually like. Also includes audio commentary if you just want to hear my dulcet tones for a bit!
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Oh yes, it’s the most productive time of the year!
Well, maybe last year I got ahead of myself. The 36-feature plan I gave myself three weeks of holiday to complete in the end took more than six months (bar one remaining feature, the Towers of Hanoi puzzle, for which I have some lovely ideas). Plans, it seems, are not really my strength.
What, then, shall this festive period hold for my still-unnamed magnum opus?
I’m always late to the party, but I never let that drag me down. I first heard about Strafe when it was half-built and it looked interesting to me; a shooter in the classic fast-paced style, full of crunchy low-poly levels and laser guns, albeit with procedurally-generated levels.
Having recently finished grinding my way through Dragon Age: Origins, I followed that up with Divinity: Original Sin: Enhanced Edition (hence the, er, lengthy blogging hiatus), which left me somewhat in the mood for something a little snappier. As is always the way, Strafe recently released its powered-up Millenium Edition and went on sale…