Fortaleza, Ceará
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.
Doesn't feel comfortable to do stream of consciousness posts :/
Doesn't feel comfortable to do stream of consciousness posts :/
(Some people commented that he was Jabba the Hutt.)
(Some people commented that he was Jabba the Hutt.)
Mother 3
Dragon Quest
Pikmin
Final Fantansy Tactics Advance
Paper Mario
Wind Waker
Majoras Mask
Persona 5
Dark Souls
Baldur Gate 3
Fallout 1
Dynasty Warriors 4
Wizards & Warriors
Tales of Maj'Eyal
Digimon World 1
The Age of Decadence
Ho Tu Lo Shu: The Books of Dragon
Brigand: Oaxaca
Umurangi Generation
Day of the Tentacle
Final Fantasy X
StarCraft Brood War
SMT Devil Survivor
Rock Band
Vampire Bloodlines
Mass Effect
Undertale
Capcom Vs. SNK 2
Fire Emblem Awakening
NieR Automata
Mother 3
Dragon Quest
Pikmin
Final Fantansy Tactics Advance
Paper Mario
Wind Waker
Majoras Mask
Persona 5
Dark Souls
Baldur Gate 3