 Bédard planned to leave Polytron after finishing Fez to experience work with a full development team , but stayed to port the Windows release before joining Toronto 's Capybara Games . He credited the game 's long development cycle to his own inexperience in game development ( compounded by the team 's small size and difficulty in setting reasonable milestones ) , the game 's scope , and Fish 's perfectionism . Fish had hoped that players would discuss Fez 's nuances online after the game 's release . Players collaborated online for a week to solve the final " monolith " puzzle by brute force . Ars Technica described the apparent end to the game 's harder puzzles as " anticlimactic " , but Fish told Eurogamer in March 2013 that hidden in @-@ game secrets remain to be found . 
 Bédard planned to leave Polytron after finishing Fez to experience work with a full development team , but stayed to port the Windows release before joining Toronto <a href='null_genetive' title='1'><mark>'s</mark></a>Capybara Games . He credited the game <a href='null_genetive' title='2'><mark>'s</mark></a>long development cycle to his own inexperience in game development ( compounded by the team <a href='null_genetive' title='3'><mark>'s</mark></a>small size and difficulty in setting reasonable milestones ) , the game <a href='null_genetive' title='4'><mark>'s</mark></a>scope , and Fish <a href='null_genetive' title='5'><mark>'s</mark></a>perfectionism . Fish <a href='been_done' title='6'><mark>had</mark></a> hoped that players would discuss Fez <a href='null_genetive' title='7'><mark>'s</mark></a>nuances online after the game <a href='null_genetive' title='8'><mark>'s</mark></a>release . Players collaborated online for a week to solve the final " monolith " puzzle by brute force . Ars Technica described the apparent end to the game <a href='null_genetive' title='9'><mark>'s</mark></a>harder puzzles as " anticlimactic " , but Fish told Eurogamer in March 2013 that <a href='uninflect' title='10'><mark>hidden</mark></a> in @-@ game secrets remain to be found . 
Bédard planned to leave Polytron after finishing Fez to experience wrk wid a full development team , but stayed to port da Windows release before joining Toronto  Capybara Games . He credited the game  long development cycle to his own inexperience in game development ( compounded by the team  small size and difficulty in setting reasonable milestones ) , the game  scope , and Fish  perfectionism . Fish done hoped that players would discuss Fez  nuances online after the game  release . Players collaborated online for a week to solve the final " monolith " puzzle by brute force . Ars Technica described tdaapparent end to the game  harder puzzles as " anticlimactic " , but Fish tld Eurogamer in March 2013 that hid in @-@ game secrets remain to b found .