So Harvest Mania is now online, finally.
This marks the first weekend (or free time in general) since 2009 that I’m not obligated to work on the game. Or am I?
You see, the game was already on the AgriTechnica two years ago, which was the original target use. The other use was, of course, online, but the “focus group testing” on the trade show pointed out flaws that I had to address before going online — where the player isn’t assisted by a nice booth lady.
However I completely underestimated the scope of the improvement. So what started out as give me just a couple of months while I finish this as a student quickly became why is the game still not online?, which has loomed over my head since 2009. Not that I’ve literally worked two years on the game, but the pressure was certainly there all the time.
Everything since the trade show presentation has been uncompensated, since the client didn’t ask for it, and it’s my need to satisfy some personal, undefined quality standard that caused the extreme delay of two years when he would probably have just put it online and called it a day.
So, with this game, I’m in a peculiar place between commercial and indie: For an advergame the brief was pretty open and the process free. But having the major brand in the game and a predefined advertising message aren’t exactly pushing the envelopes of our medium or giving me indie-cred.
With the version delivered and the client seemingly satisfied, I’m torn between further improving a portfolio piece, and getting a closure on this thing that’s “just” contract work, at the end of the day.
In any case, to get more proper feedback I will at least provide an English version. It will be ready sooner if you comment!
i really like it