Kitchen Gore

A game released on Steam with an 87% positive rating (steam link) (trailer) (youtube playthrough)

Key Points:

- Created the initial concept, core gameplay systems, and full prototype.

- Initially collaborated with another programmer (controls & physics) and a tech artist (VFX).

- Conducted multiple structured and goal-oriented playtests (guided, minimal guidance, and social/backseat sessions) to refine tension, balancing and pacing.

- Designed and implemented story progression, level system, multiple game modes, UI/UX and audio.

- Released the final version on Steam, with 500+ sales, 87% positive Steam rating and positive coverage from indie horror creators. Most notably the indie horror game youtuber "BigGaming64" called it "really cool, one of the most unique horror games I've probably ever played on this channel" (youtube link)



Takeaways:

- Working on this game gave me more experience with the production of a game from conception to release

- I learned about the importance of tailoring the development process to the type of game being made. When balancing the systems of the game I always took into account how each variable contributes to the tension and overall experience I'm trying to create for the player, not just mathematical balance

- Playtests were also tailored to fit not only what was being tested, but also to the context the game would be played in. Some playtests were guided to ensure focus on what needed to be tested the most, others had minimal guidance and only a brief introduction to mimic a steam users experience with the game. Some had friends of the player backseat gaming, to look at how the game is played with an audience like a youtuber or a streamer would.

- I also learned from some of the mistakes the game made, how simple wording can change the preconception for certain parts of the game, how to better balance difficulty for a wider array of players and how important it is to have something to hook the players in the first few minutes of play

- Overall making this game and seeing it played was an amazing experience. The game sold fairly considering it's small scope and short development time (3 months half-time, almost exclusively solo developed). But seeing it played during playtests, by youtubers and streamers and their overwhelmingly positive impressions was an incredibly joyfull experience.