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.
Its so superficially alluring to tack combos to stuff but we have YEARS of it mostly being lame to learn from
Its so superficially alluring to tack combos to stuff but we have YEARS of it mostly being lame to learn from