Devlog Update #7


How to Make a Successful SGX Game

The UW-Stout Game Expo is a biannual event wherein GDD students present a semester (or two’s) worth of work. While things may look a little different this year, the principles of how to craft a game that will thrive at SGX and get a reaction remain the same. This is Michael the Artist from Jank Inc, and I’d like to share some of my knowledge for upcoming students, or anybody interested in presenting their game to the public. 

 

Be Sure Anyone Can Pick Up and Play.

Everybody is invited to SGX. There is no target demographic. Students, teachers, grandparents, even toddlers play our games. Therefore, accessibility should be highly valued. The earliest levels of your game should be fairly simple, then ramp up in difficulty, but not too much. If a game is easy but presents itself well, SGX-goers usually won't be able to tell the difference.

 

SGX Games should be like Cherries - Short and Sweet. 

Visitors know they might be hogging a controller from another visitor, so it's important to keep them feeling like they are continually making progress, and can beat your game in one sitting. If your game is too repetitive or too long-winded, visitors will start eyeing the other booths.

Playtest your game to Perfection.

You should spend extensive time laboring over every detail in your game, smoothing out details that block the flow. Is there one puzzle where players consistently get stuck? Make it easier, or cut it. Is there a feature users don’t seem to use? Add a prompt…or cut it. Even if it may hurt to cut a feature you originally thought was really cool, you should always act in the best interest of your final product.

Get Curse of Janksbury

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