Speaker
So you personally said that the level secure cottage wasn't very good. And I agree. So I ended up removing it. I'm sure I didn't phrase it quite like that. Oh yeah, you said that it's the worst level you have ever played and I should feel ashamed. No, knowing Alan, he probably asked if he could fix it himself. And you felt ashamed enough that you did gut it. Yeah, and I do think it was ultimately a good choice. I feel that in general with Baba Is You, one of the kill your darlings things, so kind of removing things that don't add to the game, even if I'm happy with them myself. One of the biggest lessons I should have realized was that the main thing about the game is the rule changing mechanic. So levels that hinge more on the block pushing part of the game, kind of the spatial relations of things and how specific game mechanics work are inherently less interesting than the levels that hinge on understanding something about the rule changing of the game. So there are a bunch of levels where I like the puzzle and wanted to include them. But in hindsight, the levels are less about the kind of interesting part of the game and more about the kind of the spatial puzzle mechanic stuff. Yeah, that makes a lot of sense. And because you have so many keywords in the game, there probably are a lot of puzzles in the game that are only, there are spatial puzzles, but they are spatial puzzles that are only possible because of the rule changing gameplay. And so in some sense, like this is the only game that specific puzzle could exist in. It's not like you could take out the core puzzle and move it to something else. But it's interesting that if the crux of a puzzle doesn't focus on the rule changing, but is just a consequence of the rule changing, that feels maybe less special or less focused. I try to make sure that every single level requires changing the rules. At least there wouldn't be any puzzles where the rule changing mechanic is not used at all. But there are definitely puzzles that were, as you mentioned, it's more like a coincidental side thing instead of in the limelight. Yeah. And how did you figure out when you were done with the game because i feel like a lot of people would have spent twice as long as you did on this game just like making it perfect figuring out like oh no i can cut this i can add this i can cut this i can i can tweak this it's it's kind of hard to say at this point, I guess. Well, I mentioned already earlier that my approach to game design is very kind of one and done, where I try, if at all possible, not to return to things that I've already mentally considered finished. And I would imagine that with Bub.isu, the development process was, or the length of the development process was informed by a slightly similar logic of me kind of like adding things as long as I could think of interesting things and then leaving the things that I had already figured out in and then just kind of semi-arbitrarily at some point, realizing, okay, I have a bunch of mechanics now. I guess this is enough. One, like the only major thing that I feel affected this in kind of like a, as a directly consequential way, is that when I started working on Baba, I knew that I wanted some kind of a meta puzzle thing in the game because that was something that I had appreciated in some other games. It felt like the game would be lesser if I didn't have some kind of a surprise lying under the hood. And it took me a bunch of time, probably at least a year, year and a half probably a year I guess to figure out what that would be and then when I figured out what it what it would be I needed to add just some fairly fundamental systems of the game to allow for that meta meta thing thing to to be be in in the the game game. and And maybe maybe figuring figuring out out the the problem problem of of what what that that meta element would be and implementing the necessary tools for it was kind of the signifier, like the beginning of the end, because then I felt that I had kind of the necessary building blocks for making a finished game. But yeah, so I would say that for the most part, it was kind of an arbitrary thing. But then there was that kind of like a signifier that told me that, okay, now that I'm here, I could technically decide that this is enough. So whenever I feel like it, I'll decide this is enough. Right. You can look at it and go, oh, there's nothing big that's missing here. Yeah. Yeah. And obviously I had a lot of ideas later that I added for the level editor update a couple of years later. So like new keywords introduced themselves in my brain even after releasing the game. But I felt that I had a pretty good collection of keywords even during release. And what is funny is that when I was making the meta puzzle stuff, I did some brainstorming on how it would work and what the elements would be and what it would be about and implemented it. And then I showcased to the testers the kind of initial draft of how it would work. And again, it was actually you, Alan, who said that if you're going to go for a really in-depth meta element, you should consider going all-in and make it extra involved. So your suggestion was adding an extra layer to it that I hadn't considered. And I ended up doing that. So thank you, Alan, for that. But I do find it funny that I was kind of feeling at that point that most other people would say that, okay, you have already... This game is so complicated and difficult and convoluted already. You should probably stop. And then actually someone told me that, hey, if you're going to go for convoluted and difficult, you could go even further. And then I did. Yeah, I mean, the end game content of the game is like really special. It's like possibly my favorite thing about the game. I find it such a shame that most people will never see it. But I think for the people who get to the end game content and the experience, like, yeah, I think it's just a really special experience to have. Okay. And then moving on from Baba, this year you've been really prolific. I mean, I know you're pretty prolific most years, but by my count over the first five months of this year you released almost 25 tiny block pushing games um and they're all really good and really clever what happened there yeah so uh wait now i need to count the exact number i think it's 23 and then there were two that predated this year. Yeah, yeah. There were two that I made in 2022. And then 23 that I made this year. So yeah, what happened here was that there was a discussion in a puzzle development discord, the Thinky Puzzles discord, about move counters in puzzle games, which is an interesting topic because there are puzzle players who enjoy that kind of optimization. And then there are some, including me, who really don't care for optimizing their solutions. And I don't remember anymore what the thought process was there, but I just randomly thought when reading that discussion about like, what if I made a puzzle game where a move counter was the puzzle mechanic? Like, could I do that in a way where it would be fun for myself as well? Because I don't usually enjoy the kind of like move counters in their intended usage as like optimization tools or like ways to evaluate how well you solve or how quickly you solve the puzzle. And so I made a simple puzzle game around that idea. And the nice thing about making that is that I have a later version of Multimedia Fusion, the program I made BubEyesU with, has HTML5 exporting support. And I've tried it a couple of times in the past years, and it's kind of limited and crummy in its ways, but it does certain things well enough. And so once I had made the engine for that move counter based puzzle game, I realized, or maybe even while making it, I realized that I now had a simple block pushing puzzle game engine that I could easily export to HTML5. And so I had kind of, when making the move count puzzle, I had ideas for other puzzles. And then also my game ideas notebook had a bunch of ideas for fairly simple block pushing puzzles with some kind of a twist that I had accumulated over the years. So when I finished that move count puzzle, I thought that, okay, I could use this same basic engine to realize some of these other ideas. And at that point, I told Alan that I would probably have ideas for about three games in total. So the original move counter puzzle and then two more. And as I was making those two other puzzles, it just kept happening that I got ideas for more kind of like block pushing with a slight gimmick kind of things. And also I started looking at other ideas in my ideas notebook and realizing that, hey, this idea is something that I want to make eventually. And I've been kind of fretting about the fact that it's going to take me a bunch of time if I make it as a kind of a full-fledged game. So what if I made this game instead as this kind of really small, no audio HTML5 puzzle game, so that I could mark the idea as done mentally without having to spend as much time as releasing kind of a fully fledged game, quote unquote, needs. So I wouldn't have to worry about like settings menus or gamepad support or anything like that. Just a simple browser game. And so this process just kept repeating. And I was really happy to notice that there were maybe five ideas that I've had for years that are kind of like ideas that I think are interesting, but that might not support a full game or that might be too small to really justify making like a full thing out of. And it was really nice to get those out of my system this way. Yeah, they're all great. I've really enjoyed playing them. Have you got it out of your system now? Is there going to be more? I had ideas for maybe like six more or so. I've currently, I kind of ran out of steam around late May or June, and I still haven't really recovered from that. And also, I have to admit that I've been slightly worried that now that there's been a longer break between them, some of the ideas that I have are fairly kind of basic ideas where it's just like a fairly small change to the basic Sokoban block pushing format and even though I know it's a bad mindset I haven't been able to help it and I've worried about people kind of being disappointed that the next game in the series would be less wacky than some of the latest installments. I do think that before the end of the year, I will try to increase the number to 30 because that would be a pretty fun round number. But we'll'll see we'll see if that ends up happening because this was supposed to be kind of a very low effort light-hearted thing and it might not be a good idea to try to force it into like a specific goal so yeah we'll see what happens but i would like to make more. The stakes seem pretty low either way. That is, yeah. Yeah. Like if someone tells me that, hey, I was looking forward to a new one, but now I'm disappointed because this is not as interesting as I was hoping, I maybe shouldn't give that feedback too much thought because... Right. But also the next one might be less interesting, but the one after that or the one after that like like you keep making them there'll be good stuff in there yeah yeah and it's just like the point is not for me to make increasingly interesting games the point is to go through random ideas that might not be worth making into like a multi-hour game and that worked fine as a 15 minute thing in a way it's been kind of silly i've realized that i've been kind of doing what people do in puzzle scripts but because i have my sense of wanting to make things myself in my brain is too strong i haven't been able to allow myself to do this in a puzzle script and instead I've done my own engine which is fine. It just feels kind of goofy in a way because like many of them could have been made in puzzle script. Yeah does puzzle script feel like it would be cheating or like it's too much infrastructure that you don't have a hand in just feels wrong to you or? I think it's partially like a this inherent feeling of wanting to do things myself if I have the skill to do so. So it feels nicer to do my own engine, even though it's done in a game creation tool. So it's like the sense of doing it myself is at least partially fake anyway. But also I feel that it's the same problem I have with something like Pico 8, where since I already know how to make games with a specific tool, it would feel somehow disappointing to learn a different tool that doesn't make games kind of like better than what I already know, just different. It would feel like I was using my time to learn like a side grade instead of spending my time learning like a the next step in my process again developer which again i acknowledge is not like i could just do that for fun it doesn't have to be some kind of like a advancement in my career or something but it's hard to shed this mental approach. Yeah. I mean, you've also, you make a bunch of paper puzzles. You've made a bunch of solitaire games. Do you have the same sense of like, oh, like these have to keep being good with those? To some extent, yeah. I do feel that inevitably, anytime you do anything like this, at least for me, your personal standards are going to increase slowly. So it's kind of like when I was making the solitaire collection, I still want to add more solitaires to it. But I've definitely noticed the thing where while I was making the solitaires, I was more okay with thinking that, okay, this solitaire is not very fun to play or it's not a very good solitaire, but it's an interesting idea or an interesting take on the concept of a solitaire. And now it would feel more difficult to accept that, like adding a new solitaire to the collection while thinking that, yeah, this is not a very good solitaire, it's just a funny idea would feel a little hollow. And I get with paper puzzles as well. My first paper puzzles were more like a messy, more janky, because I didn't really mind that or I didn't have a comparison point or a standard for what I accept from myself and at this point I maybe have more of those kinds of standards I don't think it's necessarily a bad thing but it's definitely something that inevitably happens yeah I mean you want a bit of a filter but not too much of a filter I think yeah agreed uh before we wrap up is there anything you want to ask me or pick my brain about uh how do you keep your