The Company

  • What does losing maximum sanity do for the player?

    The mechanic of losing maximum sanity came relatively late in our prototype stage as I was thinking about ways to balance difficulty. I really like how it plays out, even this early in development while our game still has an unfortunate arcade-feel to it. At the risk of speaking prematurely, I really like how the mechanic ...
  • How are we marketing at our college?

    It’s important that the way we interact with our college and fellow students not be summed up by, “we go to the same school as you, and we’re planning on making a game, so you should buy it.” The stuff below is really only just scratching the surface of a complicated topic, but it’s enough ...
  • What is predictable collision detection and why does it matter?

    One of the things I really want to emphasize during this Kickstarter is that Eyes Open is a very mechanically driven game. This is different than a lot of horror games for a number of reasons, not the least being that most horror games like Amnesia or Slender play out in the first person. These ...
  • Should the player be able to walk through monsters?

    This is a pretty straightforward question.  Our current build of the game, and the first build that will be publicly available to any backers, will have monsters that the player can dash through.  It drains your sanity like crazy, but monsters don’t physically impede your progress. Should it stay this way?  I’ll go over my current ...
  • What is the current situation for the Kickstarter campaign?

    Some updates on where we are right now, and some poorly written insight into the stuff that’s going through my head right now are in order. What is the current status for the campaign? If we make on average $100 a day, a reasonably conservative guess, we’ll end the Kickstarter with around $4,500. The extra funding comes from ...