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Spyparty gameplay help
Spyparty gameplay help









At some point, just put it out there, let your peers and the public make their judgment of it, then move on to the next project having learned something about what did and didn't work. I'd feel equally as weird if I heard some indie band say that they had been working on one record for 8-9 years. I get the idea of trying to perfect the experience you're delivering, but good lord, I assume most devs want to work on more than 3 or 4 games before they die. Even if Hecker is personally comfortable with working on Spy Party for that long and it didn't financially ruin him, it just seems like the opportunity cost is quite high to spend so much time iterating on one concept instead of making say 2-4 different games in the same timespan like other indie devs might. Spy Party seems like a neat concept and all, but overall I'm going to guess that its appeal is not going to grow much bigger than a niche audience, and 8-9 years is a long time to spend on more or less your "debut" game after leaving a major studio.

spyparty gameplay help

Not to throw shade on Chris Hecker's life choices, but does he (and/or the other devs that helped make Spy Party) have a dev blog or interview anywhere that explains how the development of Spy Party went on for this absurdly long?











Spyparty gameplay help