1) You already gained significant experience by successfully developing a few freeware Sierra-remakes and, more specifically, in using AGS before developing Al Emmo. Compared to the development of your previous games, what would you say were the most difficult and/or surprising problems that you encountered whilst developing your first commercial adventure game?
2) Many game developers grow to hate the games they have worked on. Partly this is due to the long working hours, unreasonable deadline and publisher milestones (which probably isn't a factor for you), the tedium of completing uninteresting but essential tasks and the sheer repetition of having to work on the same areas of the game again and again (and again...) Did you experience this type of developer burn out? If not, how did you avoid it?
2) Many game developers grow to hate the games they have worked on. Partly this is due to the long working hours, unreasonable deadline and publisher milestones (which probably isn't a factor for you), the tedium of completing uninteresting but essential tasks and the sheer repetition of having to work on the same areas of the game again and again (and again...) Did you experience this type of developer burn out? If not, how did you avoid it?