06/24/26
Delvers of the deep, as our first game, had a lot of problems. One of the primary aspects, that it is semi-cooperative, would not work with balancing and what players expected when playing the game. The game was always fun, only one person ever disliked it out of the countless playtests we performed, but it was too unbalanced, too unwieldy, and too confusing to really pin things down. Kriltch wanted to remove the first phase (or condense it) and that led to more ideas. They also wanted to make it fully co-op, since that’s what everyone felt it should be (and how the game itself felt it should be). But, in the end, we decided it would be best to sunset the project. We’ve already scrapped parts and expanded on features in other games, so the ideas behind it are not gone, just changed. It was a wonderful learning experience and may, when we grow as developers, rear its head back up far in the future.