So iphone Shapemaniac should of already been released for a month. It's still close like it has been, but still not ready. In the time I've had to work on it I've been in ship-it mode. Working on this iphone stuff has taught me how to be in ship-it mode a lot better. If you spent a shit ton of time on a project and it does poorly then that is not going to be very motivating. However.. That does not really lend to quality and poor quality is also not very motivating.
So the new plan ( yeah shutup ) is going to be to slow down and get out of ship-it mode ( mostly ) and focus more on quality. Kinda counter-intuitive since I have very limited time. However the hope is that in my very limited time I should at least be motivated to work and maybe focusing more on quality can help with that.
( Of course I could just be bored with the last couple things and this is just an excuse to get myself out of being bored. )
Semi-related rambling..
Over on braidgame.com the ad has some text that reads, "Every puzzle in Braid is unique. There is no filler." I like that. That is a lot of work and I appreciate that. There are definitely some filler puzzles in Shapemaniac especially after the auto piece culling that happens to make things fit on the smaller iphone screen. The problem is that I don't have a good way of editing the puzzles AND getting that data back into the pipeline. Editing is easy. The game basically is a simple editor. To get the data out is an annoying manual process. This is somewhat holding me back from shipping because there are several puzzles that really suck after culling and I have to build some shitty extra tools just to fix those damn puzzles. With my new slowdown mindset I think I might actually fix them.