youtube.com/LeoKRogue/
It can make oversights/annoyances, which are normally an irritating "I shouldn't have to account for this in my play," become meaningfully interactive elements.
It can make oversights/annoyances, which are normally an irritating "I shouldn't have to account for this in my play," become meaningfully interactive elements.
"Weird" but it can be done in the game space and can benefit or hurt.
"Weird" but it can be done in the game space and can benefit or hurt.
Players can sometimes find it hard to perceive in-game properties when they're not Formalized-in-Ruleset like that. But they exist. They change how you fight.
Players can sometimes find it hard to perceive in-game properties when they're not Formalized-in-Ruleset like that. But they exist. They change how you fight.
Just your eyes.
Just your eyes.
That moving away from that bush so you can see your animations and boss-animations more adequately IS the correct play.
It's "mushy," it's "soft" design, at no point does the game tell you 'fighting in foliage suppresses your perception.'
That moving away from that bush so you can see your animations and boss-animations more adequately IS the correct play.
It's "mushy," it's "soft" design, at no point does the game tell you 'fighting in foliage suppresses your perception.'