The primary developments of our meeting today involved a departure from our microgame structure, allowing our game to evolve into a more simplistic, yet gratifying "mechanical bull" iteration. Though we were scourged with gradually less palpable ends and constant creative disagreements, the primary motivation behind this shift was the perceived misuse of our game's greatest strengths in the other configuration. In specific, our game's greatest novelty, and most inspiring source of enjoyment, is derived entirely for the interplayer physicality that our system provides. While the other direction had a great deal of merit (and I admittedly hope to pursue some of those ideas further beyond the confines of this class), we simply were not pushing the envelope of discomfort nearly enough.
Our new version provides players with frequent physical demands, which will either greatly inhibit the ability of the players to retain contact with their dots, or simply distract them and make them look foolish. In addition to creating a spike in the difficulty, and by extension, prioritizing the most intriguing aspect of our game, this change also has a minor benefit of visibility- the players of this version will be far more ostentatious and will have far more exaggerated movements, which will draw the attention of more onlookers, and so on. I think this game is presently a far cry from being app-store-ready, but the potential is absolutely there, and the talent on this team is astronomical, so I think business-savvy considerations may have some merit.
Our cursory tests earlier today showed a great deal of promise, and as long as we don't shoot ourselves in the foot by making information unclear, I can only foresee the player experience getting stronger with every new addition.
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