I'm making a disneyland exploration game: https://cool-bug-games.itch.io/disneyland-color
twitch.tv/somfunambulist
twitch.tv/somfunambulist
twitch.tv/somfunambulist
twitch.tv/somfunambulist
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".
Find out it uses OpenAI to write "non-important NPC dialogue".
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twitch.tv/somfunambulist
twitch.tv/somfunambulist
youtu.be/loDrPtFKduA?...
youtu.be/loDrPtFKduA?...