The post over on Drinkbox's blog is super-short, so I'm just gonna' rip it and post it in its entirety for you, dear Reader.
"As much as I love the whole process of making games, there are two phases during development which I love the most: Getting started and finishing up.
When embarking on a new project, quickly iterating on prototypes is the name of the game. Testing gameplay ideas, experimenting with art treatments, developing new characters and stories; quickly producing tests that allow the team to dip their toes in the ocean that they are about to dive into. This is fun stuff. The time between investment and reward is short and the possibilities for the future of the project are boundless.
Another great time during the making of a game is the home stretch. This is where we’re at with Severed right now.
The final touches of the game are falling into place. We’re tuning numbers, tidying up animations, mixing the last of the sound effects and music; Polishing the game to it’s full potential. Make no mistake, it’s hard work! Not because of the hours put in or the nature of the work, but because you know you will have to stop at some point. Most of us have enough ‘final touch’ ideas to work on the game for an eternity. But we’re also anxious to get Severed in front of an audience with the hopes they will enjoy playing the game as much as we’ve enjoyed making it. That cognitive dissonance can be difficult at times, but the rewards are well worth it.
Here’s the thing with finishing a game: The last bit of polish impacts the game to a much greater degree than the many months of the work that led up to this point.
If you are trying to admire a beautiful painting, but someone has spilt a dab of ketchup across the canvas. What sticks in your mind the most? The artist’s work, or the ketchup? (Think Rembrandt, not a Jackson Pollock.) Removing those last placeholders and fixing those last bugs have a similar impact to cleaning the ketchup from that Rembrandt. You remove all the distractions and finally see the game for what it is; what the team has envisioned it to be."
-Gary Corriveau, Lead Designer, Drinkbox Studios-
Oh, and speaking of indies, Steamworld Heist - which has thus far only launched on the 3DS - is being declared a bigger success than Steamworld Dig by devs Image & Form. When's it coming to a platform you actually care about? No idea!