Devil Daggers is cool! I should try the sequel.
Devil Daggers is cool! I should try the sequel.
Like, one of the first things you can do in DS1 is go into the Catacombs unwittingly...
Like, one of the first things you can do in DS1 is go into the Catacombs unwittingly...
I guess my argument is that not every game has that goal or should be expected to have that goal? Uncovering the "intended experience" can be the intended experience.
I guess my argument is that not every game has that goal or should be expected to have that goal? Uncovering the "intended experience" can be the intended experience.
(Well, some games want to punish people and that's okay too haha)
(Well, some games want to punish people and that's okay too haha)
I definitely see both perspectives on making sequels. If they'd made it a new game, I'm sure that would have been questioned, as well. It's a game destined to be scrutinized lol
I definitely see both perspectives on making sequels. If they'd made it a new game, I'm sure that would have been questioned, as well. It's a game destined to be scrutinized lol
Also, I think it's often the case that people change their minds about difficulty after playing the right game(s) - it's like an acquired taste.
Also, I think it's often the case that people change their minds about difficulty after playing the right game(s) - it's like an acquired taste.
But much respect to Silksong for being a very intentional and well-made game. Glad it can highlight these ideas.
But much respect to Silksong for being a very intentional and well-made game. Glad it can highlight these ideas.
That said, the feeling of frustration is real and not what everyone wants at a given time. That's okay, tho?
That said, the feeling of frustration is real and not what everyone wants at a given time. That's okay, tho?
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.
www.youtube.com/watch?v=p47n...
www.youtube.com/watch?v=p47n...