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  3. From Concept to Creation: Programancer Dev Log #4

From Concept to Creation: Programancer Dev Log #4

Lead Developer Programancer recently sat down for a press interview to discuss Prison City!

[h3]Question 1: So what I want to know from you, the developer, is what makes Prison City stand out. What feature or detail makes it unique?[/h3]

Programancer: Prison City is on the surface a tough-but-fair NES style approach-a-thon action platformer, but one of its defining features is that the experience and difficulty can be customized almost completely. If you want an easier experience, you can adjust damage, turn off losing a life from falling in pits, even turn on infinite lives- something I'm sure many people wish they could do in games of this genre back in the late 80s and early 90s. If you want a more difficulty experience, you can make hits deal more damage, reduce your starting health and lives.

Thrill seekers can crank the amount of damage they take to maximum and try to beat the game without taking damage on just one life! It's this custom-tailored experience that I think sets it apart from a lot of games in this genre. There's a suggested way of playing, and then there's giving the player the freedom to experience it how they'd like. I want everybody to be able to experience the game from start to finish, because we have some cool stuff that is only available once the game is completed the first time!


[h3]Question 2: Can you also tell me what was the inspiration for Prison City?[/h3]

Programancer: There are a number of things that inspired Prison City, but the easiest answer is that I like to make games that invoke memories I had playing the NES and SNES in my youth- games like Power Blade, Street Fighter 2010, and Shatterhand come to mind as direct inspirations for Prison City, with tons of little references and nods sprinkled throughout that may have helped shape its design.


[h3]Question 3: What kind of experience do you want to deliver to your audience or what emotions do you want to evoke in anyone who plays Prison City?[/h3]

Programancer: Honestly any time I can remind players of how games used to be, and I can bring an experience that gives them the same sort of feeling I had in my childhood playing games- then I feel like I've succeeded. Prison City has a very straightforward approach to its design that I hope feels familiar but satisfying to complete. If they play even one level and have a feeling of accomplishment and satisfaction from beating the boss, mission accomplished.


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