Babel’s team had a great time in its first outing at Bit Bazaar’s Arcade. Bit Bazaar is a Toronto celebration of comics, arts and crafts, and the local game development community, brought to life at Bento Miso by Jennie Faber and her team of awesome volunteers. For the short amount of time that I was able to peel myself away from Babel’s station, I was able to get to know some really diverse and engaging talents from Toronto’s comics and game development scene.
Although we are really only one month into crucial development time, and even less if we count that towards building our showcase level, it was a great way for us to really come to face how to develop as part of a community rather than in isolation. It was also a great milestone for us to aim for. Some might say a little prematurely, given that we were rubbing shoulders with game devs with over a year in development for the games that they are showcasing. At the same time, we already share a common understanding that, regardless of the game, the development process comes not only great design and focused themes, but a lot of consistent hard work. We learned a lot from these experienced developers and how they connected with their audience at the Bit Bazaar Market.
We generally got great critiques and feedback from people who engaged with our niche game, and we really want to thank people who tried out our game to give us such thoughtful feedback! We heard back that the atmosphere clicked with a lot of people who tried our game. Some found that the pacing and melancholy was different from the norm but was an interesting vision that usually isn’t articulated in video games. Some really got it, that it was meant to be an artistic interactive experience in the same vein as games like Dear Esther and Cat and the Coup, or even closer to arthouse cinema, from which it gained its inspiration (Chungking Express and other Wong Kar-Wai films). Personally, I am delighted by the interest from academics, who see potential of Babel as a way to describe and contextualize difficult narratives of political and personal identity within the format of interactive puzzles.
At the same time, we want to push the boundaries a bit further to blur the categories of artistic and emergent gameplay experiences, so we will look to redesign better puzzles, both relying on logical and lateral puzzle-solving. We know that we can push the emotional emphasis to the game a lot better, while more gradually revealing themes and conflict of the narrative. We will keep honing the script, level design, art, and game logic to that end!
Yasin really liked our game! Thank you for all the fantastic feedback!
Thank you team! From L to R: Me (Tanya), Blake Withers, Mikki Benaglia, and Rob Richard.
For the video walkthrough of the prototype level, click here!