Super hexagon terry cavanagh playing6/21/2023 ![]() It’s something I really enjoy doing when I have a game where that kind of approach makes sense. It’s not a process that makes sense for everything. So, what it’s going to be like to go through that. I made a list of all the experiences I wanted the player to go through, and things I wanted to happen, and by the end of it I had enough of them that I could just cut them out on to paper and sort of think about how they’re going to be placed and how it’s all going to be paced together. For this game it made a lot of sense, because there are a certain amount of things I want the player to do. Is it often that you use physical objects in the design process? It’s going really well, I’ve spent the last week doing the overall world design of it, and now that I have that, I have it all planned out on paper, I’m piecing it together bit by bit, and it’s just very draining work, trying to transfer that into the game and have it be right. I just tuned it to myself, and I was hitting on a certain note that I think worked for me, where I’d find it really compulsive and where I’d want to play more.Ĭan you tell us a bit about the new game you’re working on? You’ve found an artist? That was never what I was aiming for, trying to make something frustrating, it’s more about trying to make a game that people could really lose themselves in, really get into. How do you walk the line between challenge and frustration? To me, I always found games like that really, really compelling. It’s nice when a game is really willing to challenge you and let you just sort of deal with it. I think it’s nice when a game can respect you and doesn’t waste your time, doesn’t hand-hold you or condescend. What space do you think that such a punishing difficulty has found? I’m very glad to have been proven wrong on that, though. I kinda felt like it was way, way, way too hard for most people. I didn’t really think that anyone else was going to like it, weirdly. It did start to feel a couple of months into it that it was working, that I had something. It seemed like there was the potential for something a wee bit bigger, and the more I worked on it, the more I liked how it was shaping up.ĭid you have any idea during development that you’d hit on something so good? I really liked how that prototype had turned out, so I wanted to have a go and see what I could find in there. But when I started out it was a PC thing, because it’s based on a one-day prototype: Hexagon. Not at all, that was a decision I made halfway through the development of the game, just the realisation that it actually fits really well on something you play that way. It’s very immediate.ĭid you always have those devices in mind? It’s a really good fit for an iPhone or an Android device. I guess it fits really well in the platforms it’s released on. So, Super Hexagon is your biggest success. We spoke to him about the game design process, building his own tools and the inspiration for challenging games. He is best known for his games VVVVVV and last year’s trance-inducing Super Hexagon. Terry Cavanagh is an independent games developer from County Monaghan, and is now located in London.
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