Rushdown Revolt began its life as a reboot of a failed game called Icons: Combat Arena. The company had acquired all of the assets and IP, but none of the original team who built Icons remained involved in the project.
In a hasty attempt to fix Icons’ design, the early team decided to throw anything they could think of at the wall to see what stuck. Some things did stick, but many things just sort of fell through the cracks, leaving the game with plenty of content that was built without respect for any kind of cohesive set of foundational design principles.
For me as a designer joining the project, this meant quite a bit of work was needed in order to refine the gameplay experience into something solid. Without a clear vision for where "the fun" comes from, and without the open-ended freedom to create a paradigm from scratch, I had to figure it out as I went. The result was a fairly unique process of design "in reverse", identifying which of the disparate pieces that had made their way into the game "worked", what needed to be scrapped, and how to unify it all into something cohesive.