The Lie-In
Good morning, videogames. I've been frantically laying track in front of a moving train for too long, and today is the day that changes. Today is the day I plan ahead, get things in order, and build myself a less hectic week. That or I spend too long in bed reading and then spend the rest of the day playing videogames. Hm.
Nicole Carpenter spoke to the creators of Hidden Folks for The Verge and considered the microgenre of "searching" games (their term) that have followed in its wake, including the gorgeous Lost And Found Co. which released this week.
What makes a good hidden object game, both de Jongh and Lee agree, is playtesting. You can have a great art style, clever sounds, and a nice story, but if the game doesn’t work well, it won’t click with players. “It took us years, and it was just trial and error,” Lee said. “Someone who makes a level has a very hard time understanding how difficult or easy it might be for someone else. You just have to keep workshopping and testing.” Playtesting is what made Hidden Folks so satisfying to play. De Jongh said it’s core


