yours:
♡ @angeldollcrys.bsky.social
♡ @niwawastaken.bsky.social
♡ @hazelbasil21.bsky.social
• “I didn’t read it, but here’s my take based on screenshots.”
• “I didn’t follow the narrative, but I saw a gifset and that’s enough.”
• “I don’t understand the plot, therefore the writing is bad.”
• “I didn’t read it, but here’s my take based on screenshots.”
• “I didn’t follow the narrative, but I saw a gifset and that’s enough.”
• “I don’t understand the plot, therefore the writing is bad.”
more importantly, don't stoop to their level, even if it feels justified. no good ever comes from that
more importantly, don't stoop to their level, even if it feels justified. no good ever comes from that
you'll be happier. trust me
you'll be happier. trust me
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".