Roberts: I've never been shy about cutting stuff from the design, even things I've put a lot of work into. What was your process for deciding what you kept? And how many puzzles did you lose along the way? RPS: Along with so much brand new stuff, there are a lot of moments that we saw in the earlier builds and demos that haven't made it into the final game. I first got support from the good people at Indie Fund, and then when that money started to run out, Annapurna came to the rescue and was a huge help financially and logistically, allowing me the time and resources to finish the game as I wanted to see it. Roberts: I was extremely fortunate in that regard. How did you manage to keep going for another three years? RPS: In 2014, when the game won the IGF award, you told us it would have to be out that year because "the money runs out this year". In the same way the story in the game needed to feel whole, the story of the game needed closure as well. But no matter the inevitable anxiety surrounding the release, there's a deep satisfaction under there somewhere. Jason Roberts: No, I wouldn't say it's sunk in. RPS: Can you believe you've finished the game? Has that sunk in yet, after so many years? We spoke to lone developer Jason Roberts about the long development, the process of what to leave out, and how unknowability was woven into the fabric of the game. ![]() And as our review says, it's magnificent. It then went on to win an IGF Award in 2014, despite being unfinished. We've been following the development of mind-bending, reality-warping, picture-based puzzler Gorogoa for five years, since it was first revealed in 2012.
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