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Hey! It's Ryan Henson Creighton from Untold Entertainment with another Spellirium Minute.
This time, we're talking about the second prototype of all the ones that we tested
on our merry way to finding what
Spellirium was going to be about. So we showed you Prototype 1
from the seeecret Spellirium wiki (which you'll have access to as a pre-order customer)
and you click on Prototype 2 and then click a link "play it here", and it opens this
thing up at the Untold Entertainment blog. This is what Prototype 2 looked like.
The colors are a lot more muted. We found that the colors in the first prototype
were really saturated and hard to take
and we've got a time limit that's ticking down. i'll talk about that in a second.
So the way that this one worked is you would click and drag to slide entire
rows or columns of letters back and forth. So we'd sort of line up the letters
like this - let's see if i can line up a word ... like if i wanted to line up
DIG, i would have to do that, and then move the D over and down
and then i could click once and click twice
to make my word and eliminate it. NORD? i don't know if that's gonna fly - "Invalid Word"
yeah, that's no good ... but maybe i could do like FORD ...
so, like FORDing a river ... click, click, *** ... there's the word. It eliminates. it
cascades.
and all the while this - you know - time limit is ticking down. So we tried that,
for players, and the ...
the feedback, i mean, was it's pretty obvious now that we've played that the
you know - that this one wasn't gonna fly because if you wanna get the T over
there that's three moves to get the T over there to make QUARTS, and that's a pain in
the butt. And two clicks? This was the biggest piece of feedback we got. Two clicks
to make a word is just too many clicks. You want to be able to make a word
really really easily, so this whole "two click" word system? No way. Chuck it!
The time limit meant (people freaked out about this) when we put a time limit word game
in front of people, the stress levels went through the roof! People were jumping out
of windows ... we actually had to call crisis centers ... it was a BAD SCENE, so
forget the time limit. We actually - based on these tests - developed Spellirium so that
there are absolutely no time limits in the entire game - it's ALL turned-based.
So because of those limitations
of this prototype, we actually went back to the drawing board and developed
Prototype 2a ... GAME OVER! ... which i'll show you in a future video.