
What game are you most proud of developing to date and why?
Of the games I've released, probably the first Dadaists Gone Wild, as I think I captured the type of experience that I intended with that. That's not to say that I wouldn't do some things differently were I to make that game today (I would smooth out the difficulty curve a bit and improve the tiles), but the main thrust of the game (ie. the moments that confuse the player), I think, was fairly strong.
However, I'm currenty more proud of the game I'm currently working on, and about to release, Space Captain McCallery Episode 2. While developing it, I feel like I have enough control over it to put in touches that reflect a lot of what I want to try to do s a designer, In some ways I've tried to look at what I found compelling about the action-adventure games I played as a child and put those into the game, and possibly even try to amplify them. This is my first game where I've built in a really strong exploration component, which is something I'm quite interested in. I've put in some hidden stuff that can be found by exploring, but which maybe no one will see, or maybe someone will be the first player to see it years from now.
But I haven't really gotten the distance from Space Captain McCallery Episode 2 yet to properly judge, whereas Dadaists Gone Wild is about a year old, so I can kinda look back on it and judge it more in terms of how people reacted to it.

