Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Dying causes players to think about what they're doing.
An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.
We need to be able to design *some* games around these fundamental ideas.
Arcade games had a relatively granular difficulty option via credit feeding and it played a big part in them written off as "button mashers"/"quarter munchers".
Arcade games had a relatively granular difficulty option via credit feeding and it played a big part in them written off as "button mashers"/"quarter munchers".
Your found family is stronger than those who gave birth to you. The bonds you form are Stronger than those tied to you. You didn't consent to being born. You don't owe them shit.
You don't owe anything to family that impedes your peace and well-being for the sake of "holidays."
"Blood is thicker than water" doesn't mean shit if the blood is poisonous while the water nourishes, sustains life, and promotes growth.
Your chosen family is more than enough.
Your job was to fix that, not just yea or nay to community feedback.
Your job was to fix that, not just yea or nay to community feedback.
One of the most important skills (imo) is synthesizing data and player input into good solutions.
One of the most important skills (imo) is synthesizing data and player input into good solutions.
Balance isnt real. Only the perception of balance is. It's all vibes. Balance isnt a viable OR desirable goal. You want fun, variety, and retention.
Balance isnt real. Only the perception of balance is. It's all vibes. Balance isnt a viable OR desirable goal. You want fun, variety, and retention.