Cube & Star: An Arbitrary Love will be available on Steam; this Valentine's Day.
That is... the 14th of February, 2014 - vaguely-American time. Somewhere in the middle of all those US time zones.
There are a few really obvious things to cover in that sentence.
- Did you see that? The name change? Because I sure did. You see, I'm the king of snap decisions that could potentially be to my own detriment. And, in the spirit of this, I decided to change the tagline for Cube & Star from "A Love Story" to "An Arbitrary Love".
I thought.... it's important to be really clear about the tone of the game. I don't want any miscommunications right off the bat.
We're talking about scrolling eyes here. It's no time for subtlety.
I'm moderately happy with "An Arbitrary Love". It's vaguely clinical. Vaguely mathematical. It conveys tone far more successfully than "A Love Story".
- Valentine's Day! Funny, right? Yeah. I was pretty happy with that brain-jolt.
The real risk here is... I have no idea what the processing time is like on the Steam front. I'm hoping that... if I submit to the store say... this evening, the game will be live by a comfortable margin by the date I'm promising here.
But can I really make that promise? No, I can't. But I am, anyway.
You've got to roll the dice, occasionally.
|Decrypting the history of the Tiny Things. A really bizarre gameplay addition on my part.|
But maybe that 1% of the audience might get a real kick out of it.
It was a really strange weekend for me, friends. The "to do" list shrinks and, in response, grows - but only by tiny amounts now. The volume of work becomes a trickle.
The heavy, vaguely foggy depression of being stuck finishing up a game begins to lift - and a strange little excitement takes its place.
|I'm not really saying much here. I guess this blog post is a premature celebration. A kind of "nearly there" exhalation of stale development air.
I'm pretty happy with the game, friends. It has... definite good points.
There are points that I'd love to add, obviously. Or change. Or tweak. Or polish.
But there needs to be a line drawn. At some stage you must call something finished - or doom yourself to an endless, joyless state of "unreleased".
I guess that's probably enough vague textual meandering for one day.
Best wishes to you and yours, as you navigate another week.