Meet Mr.Dev Studio, the team behind The Confinement, in our Dev Q&A! ๐
Q: How did you design the difficulty so it feels challenging but still fair in such a fast-paced precision game?
A: By playing a lot, and failing a lot too, of course.
We ran countless tests, with multiple gameplay sessions involving team members, friends, and players at events. We closely observed how people behaved at all times, analyzing where they succeeded and especially where they struggled the most.
Game design is never an exact science, itโs an ongoing process of testing ideas and validating concepts with people of different profiles, tastes, and skill levels.
Q: What do you want players to feel in their first 10 minutes with the game?
A: We want them to feel that constant urge to try again and find ways to improve their performance.
The first 10 minutes were designed to be more accessible, giving players the freedom to understand the controls and the gameโs core mechanics. From there, they naturally begin exploring ways to become faster and more efficient.
Q: Out of the 40 levels, is there one that best represents what The Confinement is all about?
A: I really like levels โGโ and โOโ, as they capture the feeling of being in a confined environment, but still holds a certain beauty, always accompanied by a latent sense of danger.
Itโs hard to pick a favorite, of course. But the level I enjoyed creating the most was level โ0โ (number 36). In it, the player truly feels the urgency to escape, every move is crucial, every decision matters. Itโs an intense experience that really captures the essence of the game.
Huge thanks to , from Mr.Dev Studio for this Dev Q&A! ๐งก
Add The Confinement to your wishlist and play the demo on spawnd! ๐ฎ