The next day, on April 20th, our engineer posted an
update of the initial prototype. Working on this was a much-welcomed
distraction from the production of Awesome for him. Variety is the spice of
life indeed, as it showed by the progress he made on the prototype. It was
actually fun to play already. I found myself trying to beat my best score and
panicking as the “bubbles” (which were still snowflake assets from Awesome)
sped up.
The great thing about rapid prototyping like this is that
you quickly figure out things you couldn’t by simply writing down game
descriptions on paper. For one, if you have long nails, as do many well-groomed
women and some poorly groomed men, it was difficult to execute the
pinching mechanic. Obviously we would have to brainstorm a solution, or as I
jokingly said, “Let’s just make a single in-app purchase for $0.99 that
switches the pinching to tapping.” Hmmm…
At this stage, the prototype kept track of the most bubbles
you have popped and how long you lasted in the game. When you miss 3 bubbles,
the game ends.
I quickly swapped the snowflake and background assets so it
doesn’t look so much like Awesome, before I showed it to a couple of friends.
The reaction was overwhelmingly positive! All the obsessive casual game groupies of the female persuasion, as well as the finest Peruvian drugs our neighbors from the south could provide, would be our reward; if only we could put this game out there in the short time frame we proposed.
The next step was clear. We would meet in person to make the
decisions of what exactly the final product would be, and how we would divide the women and drugs. The strategy was
gradually shifting. Instead of shipping Awesome first and then devoting a week
to this simple game, we could develop both at the same time by putting in a few
hours here and there. Potentially, we could release the One Week Game first, and thus generate a user base we can tap into when we launch
Awesome Snowcube.
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