![]() In that hatred though, I was actually just being kinda dim, and I wasn’t correctly interpreting what the fans were asking for. I always hated the idea of “cash in” iPhone games that weren’t designed for the platform but were made anyway… In fact, I gave a GDC talk about it in 2010. My thinking was that it was a twitch platformer, with precision controls, that would in no way work without buttons. ![]() I knew these players were fans because they want “more Meat Boy,” but I didn’t understand the desire to play “ Super Meat Boy” on their phone. We had emails CONSTANTLY asking us when it was coming to iPhone and Android. Super Meat Boy was fresh in people’s minds, and our newly realized fans were no exception to the calls for Super Meat Boy on their phones. Around the time Super Meat Boy launched, late 2010, the iPhone craze was in full swing… Every major game development company was trying to figure out how to bring their IPs to the phone, and the result was some pretty terrible ports of games that didn’t fit the platform at all, but it didn’t really matter because people wanted to play games on their new devices. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |