The baby was killed
After a week working on “Tipsy Archer” we decided to drop the project, it wasn’t going where we wanted to. Too limited from most angles, bland, flat, boring. I found myself trying to find a solution to it, and all I was doing was look for a way to justify the game core mechanic, and that’s nasty.
Kill it while it’s weak, that’s the lesson here.
Posted in Post-Mortem