Related projects.
I have a strong fondness for point-and-click adventure games. Although there have been many recent indie titles in this genre, I can’t help but feel that progress has stagnated since the days of “Grim Fandango.”
During a recent playthrough of Full Throttle, I had an important realization about my game design approach. My puzzles had grown unnecessarily complex, with intricate logic that not only made development challenging but also raised questions about player enjoyment.