We’re making a game. Rather, we made a game. And now are remaking it. That game is (was) Prism. In our second blog post (written ages ago, it seems) we talked a little about history. Our history, Prism’s history, all sorts of history. What the game was. But now that it’s got a little more meat on its bones, maybe we can talk more about what it’s becoming.
When we first developed Prism, we had only four weeks to complete the game. Although we came up with solid mechanics we realized that a puzzle game is only as good as its actual puzzles. It turns out making dozens of unique clever puzzles by hand is both time consuming and difficult. Looking at reviews of other puzzle games, we saw one of the things players consistently wanted was more levels. So we thought why spend our time making dozens of puzzles by hand when we might be able to generate thousands.
Prism is back. After two years, one unsuccesful name change (RIP Iris), and countless hours of self-reflection, we’ve decided to finally give our old game the treatment it deserves.