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".
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.
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One lucky winner will receive a free animation YCH of choice! 🍀
To enter:
❤️Follow me!
🧡RT this post!
💛No need to post refs! Will reach out afterwards!
💚OPTIONAL: Tell me something you like about my art!
💙Ends on December 1!
💜Good luck!
🚬 Commission for @strayed.bsky.social
🚬 Commission for @strayed.bsky.social