- cross-posted to:
- games@sh.itjust.works
- cross-posted to:
- games@sh.itjust.works
Finally, on 27th July, Blow noted the “whole industry is having a hard time” and then, when asked how many of his development team are working on the compiler for programming language Jai, Blow replied: “None, because we can’t afford to pay anyone because the sales are bad.”
Oof. I don’t like Jon Blow, but I do like Braid. Sad to see nobody really cares about it anymore.
What was the business case for doing a remaster of Braid? Either terrible market research or this was super cheap to make.
I believe it was a desperate attempt to get a new source of revenue. His upcoming Sokoban game is taking forever to make, so it’s not going to bring them any new revenue anytime soon. In large part because he made the arcane decision to create a new programming language for it (as a replacement for C++), because apparently Sokoban is the type of game where you really need that high performance.
Sometimes writing the game engine is just more fun than making the game itself, ok…
Yes that can be true, but fun doesn’t pay the bills.
A pretty terrible one. Remasters are for games that are high on replay value and deeply nostalgic. Braid was cool and innovative and I enjoyed it when I played through it the first (and only) time, but I have no desire to play it again.
“braid made us money. We like money. Braid stopped giving us money. We want more money”