It was called “Récré sans fin”
On Rembobine’s first evening, the game didn’t have a name yet. By the next morning it had one, and bots to tune its difficulty.
On 6 October, the first playable draft was called “Récré sans fin” (“Endless Recess”). A school playground, monsters, a Recess Queen with her skipping rope.
That first evening, everything went fast:
- painted monsters and scenery, with cartoon gore;
- an interface redone for the iPhone, themed like a 1996 ring binder;
- the game saved at every room, so you can pick it up again in the attic;
- area effects painted raid-style: explosions, lava, firecrackers, booby-trapped marbles;
- and already bots to calibrate the difficulty, with a first rebalance of the bosses.
A bug too, one I’m fond of: you could dodge the Queen’s skipping rope simply by moving. Fixed that same evening.
And late in the evening, the game changed its name: Rembobine. The next day, it spoke English.