Kill Our Demons: User Study


Hey everyone,

when I first started developing Kill Our Demons (KOD), I was really excited about getting stuck into a new project and looked forward to the buggy first prototype (as always). Trusting the process is a love language I dedicate my work too. From the start, it was a joy to be back in the chair of game development. I’m blessed to have been given the opportunity to make the game, to conduct the user study and to wrap the alpha testing up. I thank Swansea University in Wales, for enabling me and supporting my passion. Today marks the dawn of a new era for myself and for the work I dedicate my time too.

My first official game release was beautiful. Perfection in my eyes, but I had a moment of uncertainty. While the user study was going on, I had doubts about continuing this project. To me, it felt done and dusted. By giving it to the world, it made me lose the vision and passion, it’s taken me 3-4 weeks to realise that making games aren’t meant to be played by just me, nor appear fun or appealing to just me, but by everyone. A shared vision is the ultimate reality. 

Moving forward, I’m going to start by reviewing all the feedback that was accumulated from the user study and making changes to the game in accordance to that. Once I’ve ironed out all the feedback issues/problems, I’ll be working on things and experimenting with Unreal Engine. Cutscenes, other non-playable characters (people walking around the city) and more Stranger interaction (Hello, Stranger…) are all areas I'm interested in.

Thank you, it has been a great start. This is just the beginning.

More updates to follow.

- Developr Dale 

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