(Yo I messed up and meant to quote, haven’t used a forum in half-a-decade)
Hey yeah, sure. I’ll try a little brain-dump
So a bunch of folk in my circle have been messing around with Bitsy for a while (heavily recommend checking out @ragzouken , @jctwood and @ClaireM0rley on twitter for that), and I’d sorta gotten excited for a tool that more more in-depth than flickgame (which I’d been messing with), but less technical than Unity.
A lot of what I do in game development is creating spaces - from professionally creating DLC for Minecraft for a year or two, or in hundreds of unfinished Source maps. I wanted to get a good feel for the potential of Bitsy by creating a little world that felt alien, strange, but with enough holding things together to feel like a concrete location. There’s a bit of Pyre in there - I liked the idea of a space that was a dumping ground for the unwanted - but there’s also a bit of Homeworld: Deserts of Kharak. The latter had me obsessed with creating a game centred around exploring a desert.
Doing tiles in such a limited tool is just fun. With two colours and an 8x8 grid, there’s only so much possibility, so when a rock, a fence, water or a frog-man take form it feels like genuine triumph. Having dramatic cuts mid-room was a takeaway from an earlier game, Transit, which itself took the idea from Brendan Chung’s work.
But… yeah. Now that this is out, I’m looking forwards to trying more structurally weird stuff in the tool. I’m still completely blown away by the reception this little experiment received, though.