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Hello my ludic lovelies.As many of you know, we had a great conversation in the Discord server about Game Design Theory and when/how it's useful (or not) which led into a bit of a longer back and forth about what "theory" means in different sorts of academic disciplines. This prompted me to switch my schedule around and start working on a video along the lines of Game Design Theory; Who Needs It? (or something equally as non-descriptly baitsome). That video will probably be ready in a few weeks, mid-late April; and those of you on the 🟣 tier will get the script/notes ahead of time.I don't usually post my Dev Log stuff over here on the Patreon because it feels a little bit self indulgent and outside the scope of IGC... but because the aforementioned theory essay is gonna be a big chonky one which takes a bit longer than expected, I thought I'd fill the content gap with some reflections on The Game Formerly Known as Dirt World, the thought process which goes into doing a big creative pivot on a project, and the benefits of being willing to do so. Thanks for your support, patience, and general loveliness.

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Michael Miller

Huh, I thought you were going to say "milk the customer" :-), not have them give you some milk! I like the pivot. My takeaway is if I realise that there may be things as a designer I'm avoiding or too many unanswered questions (that I may not even be know to ask) that it might be time to pivot. Also having the tipping point be when you play other games is neat to hear. "Kill Your Darlings"

SporeBloom

First intro to the cooking theme pivot and my gut reaction is certainly in the camp of...does it fit? Spent some minutes mulling it over how to close the gap a bit with more dark+silly? Instead of a normal meal, how about we assemble them an 'edible food golem', a little statue that temporarily comes to life. We drop food on top of one another, forming the recipe. If its a valid recipe, it turns into an animated creature version (which you can still add onto) that wanders very slowly. We can pick up and toss it against a wall to explode back into its parts! More throwy stuff, more combining stuff, more golem tie-in: 'my special skill is making weird and unforgettable golem meals' that can for a short while, walk around before being consumed. Only a Golem knows how to make Golem edibles! Player monologues 'Oops, didn't mean to launch you into that wall.....arg hang on I'll rebuild you' 'Ooof I like this food golem I made...I feel bad feeding it to my customer' 'Am I really spending my life 'growing' vegetables only to sacrifice them?' Toss this into the compost if it displeases you! just thoughts