As such, in an effort to refocus more clearly on the game's core, and ensure that the major ruleset, themes and elements don't flipflop like they did at the end of last year, I created a little BeMuse-themed board game.
During the game, the main Demon 'Stirs' (i.e. kind of tosses and turns in his sleep), which causes a whole heap of unpleasant effects in the world.
The good news is that it plays pretty well, and definitely helped me get back to the core of what this game is. As a result, we're going to go through a period where BeMuse looks a bit uglier for a while, as I strip everything back and ensure the core game is working well rather than messing about with shaders at the same time as bringing every single feature in at the same time.
This brings me to another point.
Experiential vs. Rule-based games
Of course, one can argue that nearly all games are experiential as well rule-based. This is true, but not exactly what I'm getting at. For me, I define these terms by answering the question 'where does this game get its appeal?' If the answer is stats-building, or improving skill, or any other mechanical play device, I'd argue it's moving away from Experiential.
Fez is a rare outlier here, as - once you've moved past the whole '2D/3D' gameplay novelty, you realise that it was largely devised as an experiential game (and it starts to feel more like Knytt - a game I have loved for years). It is a pleasure just to 'be' in its world.
As ever, thanks for your patience, folks.