Read the blog post here: www.teamcherry.com.au/blog/holiday...
Read the blog post here: www.teamcherry.com.au/blog/holiday...
Do not sit this one out. Take the 2 minutes to sign and share this, and, if you're able, call your reps
Do not sit this one out. Take the 2 minutes to sign and share this, and, if you're able, call your reps
B💣mb💣rd💣💣n
M💣ns💣nt💣
B💣mb💣rd💣💣n
M💣ns💣nt💣
Los solo devs son juegos lumpen.
Los solo devs son juegos lumpen.
But you chose the brave option.
🔨 Virtue and a Sledgehammer 🔨
WISHLIST NOW!
Marta nos habla de CONSUME ME, el perfeccionismo y la importancia del juego de Jenny Jiao como obra-diario.
𝐈𝐦𝐩𝐞𝐫𝐟𝐞𝐜𝐭𝐚 𝐚𝐮𝐭𝐨𝐛𝐢𝐨𝐠𝐫𝐚𝐟𝐢́𝐚 𝐬𝐨𝐛𝐫𝐞 𝐞𝐥 𝐝𝐨𝐥𝐨𝐫 𝐝𝐞 𝐥𝐚 𝐩𝐞𝐫𝐟𝐞𝐜𝐜𝐢𝐨́𝐧
🔗 espadaypluma.com/2025/12/02/i...
Marta nos habla de CONSUME ME, el perfeccionismo y la importancia del juego de Jenny Jiao como obra-diario.
𝐈𝐦𝐩𝐞𝐫𝐟𝐞𝐜𝐭𝐚 𝐚𝐮𝐭𝐨𝐛𝐢𝐨𝐠𝐫𝐚𝐟𝐢́𝐚 𝐬𝐨𝐛𝐫𝐞 𝐞𝐥 𝐝𝐨𝐥𝐨𝐫 𝐝𝐞 𝐥𝐚 𝐩𝐞𝐫𝐟𝐞𝐜𝐜𝐢𝐨́𝐧
🔗 espadaypluma.com/2025/12/02/i...
1️⃣ LOOP AÑO 1 A MENOS DE 5 EUROS EN DIGITAL
💰 Nuevos precios para nuestro año 2 (LOOP#Dinero y LOOP#Humor)
📦Y como siempre, todas nuestras ediciones físicas con envío a casa gratuito y con código de seguimiento.
Nos vemos en loop.gamereport.es
1️⃣ LOOP AÑO 1 A MENOS DE 5 EUROS EN DIGITAL
💰 Nuevos precios para nuestro año 2 (LOOP#Dinero y LOOP#Humor)
📦Y como siempre, todas nuestras ediciones físicas con envío a casa gratuito y con código de seguimiento.
Nos vemos en loop.gamereport.es
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".