BellHop Studios
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Reception devlog · Part 3 of 6

Design first

· BellHop Studios

When work restarted after a two-week break, it restarted on paper.

Research before code

On 18 September we wrote up a retention study drawing on 35 sources. It was blunt: treasure had no use, wipes were too harsh, and the gacha needed a hard pity, with 40 pulls recommended. From then on every big system began as a written memo and a design doc, and on 20 September the first batch was built in one pass.

The systems

Why paper first

Writing the systems down first meant they fit together on day one. Fatigue, the gear economy and Hire a Hero all lean on each other, and designing them separately would have meant rebuilding each one when the next arrived. A spec also gave us something to test against: when the code and the doc disagree, one of them is wrong.

More from the devlog

How Reception was built

The whole story in one read: eleven weeks, six bursts of work, about 300 changes and 70 cuts, from a dot wandering a grid to a live alpha.

70 things we cut

About 70 features were removed or replaced on the way to the alpha. What went, what replaced it, and why.