Designing in a vacuum

I'll let you in on a little secret. I'm horrible at naming games. I like to pretend it's because names are the least important things when creating a prototype and therefore my effort should be spent elsewhere, but really, I think I'm just avoiding the issue. In the meantime I've decided to give them code names. I'll go with... Mercury, Venus and Earth. Horrible? Yes. But I've already confessed to being the worst namer of things, so I feel no shame. Plus we'll all have a good giggle when I'm working on prototype 7. I've just recently printed the first prototype of Earth and for the past 2 days I've been doing some play-testing. After a few plays I had a laundry list of things I wanted to change, but I've been hesitant to make them. As sure as I am that something will make the game better, I know that quick reactions aren't always the right ones. So I'm taking lots of notes and seeing which issues are most common and/or game breaking. During this time of indecision, I've turned my attention to mind numbing graphical updates like text weight and background overlay opacity.

Playing a two player game by yourself is also problematic. I constantly screw other me over by telling myself other me's secret plans. I always win, but I always lose. :( I know that getting feed back from others is key, but at this stage I'm just not sure Earth has enough solid mechanics to be ready for public consumption. I just need to make sure I don't spend too long locked away in my personal Bobby bubble. It's the art of finding just the right time to push your baby bird out of the nest. Fly! Fly you beautiful bastard! And don't come home! We're turning your room into a sauna!

- B