Debug Tools

Twelve Minutes content has grown quite a bit over the last year, and since everything is interconnected, every time I do a major change, playtesting takes longer and longer. It also regularly happens that friends that are playing the prototype run into bugs, or strange behaviors, and are unable to tell me what …

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IndieCade 2015 – How did it go?

A week has passed since Indiecade and I finally have the time to sit down and write about it. Just like my post-mortem of PAX East, I’ll go over how it went, what I learned, and what I would have changed. Twelve Minutes was picked by IndieCade’s curators as a Digital Selects Official Selection of IndieCade Festival …

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Down the rabbit hole

If Twelve Minutes was an illustration, I would say I’ve just finished the sketch (prototype) and I’m now starting the inking stage, cleaning up the drawing to later add color and shades (production). In this post I’ll cover what I’ve been doing over the past month; reviewing the main puzzles and storyline to …

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Tools of the Trade

Over the last month I’ve been cleaning up the main story line puzzles and make sure I have a solution for any left over core gameplay issues. Once “The Witness” is released, I should be able to focus full time on Twelve Minutes and start production. In order to do …

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What is it REALLY about?

When I started to work on Twelve Minutes, all I knew was that I wanted to explore the concept of a time loop and see if that would create interesting gameplay. I could not have guessed that the game would be about a married couple, living in a small apartment, attacked by a …

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The sounds of silence

One of the less developed features of Twelve Minutes is the audio. So far I’ve only implement the minimum required so you understand what is going on (e.g footsteps, opening and dropping objects, etc) and any important gameplay specific audio cues. This means that sometimes you will have awkward moments …

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