![]() Play as a giant, interact with the little inhabitants of your world, and build them a kingdom. This contrast results in great psychological trauma, and rather than work it out on a psychologist's couch, I'm going to seek therapy through this post-mortem analysis of the project. It's thrilling for me to hear praise and deeply painful to listen to well-deserved criticism. On the other hand, there's plenty of negative feedback to go with the positive, and we've dutifully taken our lumps there as well.Īs one of the designers of the game, I've put more of my own weird ideas on the line in this game than in any game I've worked on before. The total response to the game has been more positive than we ever expected, and playing with enthusiastic players has been a joy. The core team was the usual mix of programmers, artists, and designers, but in this case most of them had worked on one or more of our previous Live Arcade games and brought helpful experience with them.Īfter the release of A Kingdom for Keflings, we made a particular effort to play the game online with strangers and hang out in forums, listening to feedback, helping with questions, and generally collecting notes. We hoped a happy avatar-themed city-builder with a focus on the inhabitants of the world would appeal immediately to sim game players and be easily accessible to anyone else who wanted to give it a try. ![]() Following our usual passion for something new, we created an original IP and designed a new game with unique game mechanics. A Kingdom for Keflings is NinjaBee's fourth self-published Xbox Live Arcade game for the Xbox 360 (after Outpost Kaloki X, Cloning Clyde, and Band of Bugs). ![]()
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