Conclusion
It’s hard to believe the journey of Mother of Frankenstein is really over. There were times over the last couple of years when we really didn’t think we’d ever finish. Every step in the prototyping and playtesting phase lasted at least three months, and each draft revealed another few dozen errors and catastrophic failure points.
But thanks to our friends, our families, our teammates (and here we need to give a particular shout-out to Will Kommor, whose design expertise colors every single document in the game), and our long-suffering Kickstarter backers, we’ve finally reached the finish line.
Our goal was to create something new: a puzzle game where story wasn’t just window-dressing for gameplay, but an integral part of the experience. Where each individual puzzle not only made sense within the narrative, but provided a ludic analog to the action taking place in that narrative. Where the characters weren’t wordless ciphers or cookie-cutter avatars for the player, but real people, worthy of attention and empathy. Where “engaging the player” meant more than presenting a series of head-scratching puzzles, but a good-faith attempt to storm the citadel of the heart.
Did we succeed? Only you, the player, knows the answer to that.
All we can say is that, for better and for worse, Mother of Frankenstein is exactly the game we set out to make. We are so very proud of the strange little creature we’ve brought to life.
Thank you so, so much for playing.
Tommy Wallach & Terry Pettigrew-Rolapp
Hatch Escapes