The greatest thing anyone could do to move the status quo of video games from some ridiculous spot it's stuck in right now is Miyazaki adding super effective and versatile difficulty modifiers and accessibility settings to his next Soulslike.
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Replying to @tha_rami
Honest question: do you think Nuclear Throne would be improved by granular difficulty settings?
15 replies 1 retweet 107 likes -
Replying to @mossmouth @tha_rami
As an aside, I don't think Spelunky would be, and I say this as somebody that can't even get past the jungle.
1 reply 0 retweets 27 likes -
Replying to @ConorMODonovan @tha_rami
I'm definitely thinking about accessibility and want as many people to play (and beat!) Spelunky 2 as possible... but I don't see difficulty settings as being a great solution in our case.
66 replies 9 retweets 296 likes -
I love Spelunky (1 of my all-time favs) + I see no downside in adding granular accessibility options for players who aren't me, it doesn't affect me or devalue my achievements at all. I beat all Celeste A and B sides + felt great even though it had granular accessibility options
1 reply 0 retweets 4 likes -
But it isn't really about devaluing your achievements... it's about players who could experience your joy but won't get to if cheats are readily available by design. It's about designing temptations/analysis paralysis into the game that some people have a hard time ignoring.
6 replies 0 retweets 36 likes -
Replying to @mossmouth @tactful and
Celeste is about challenge and mastery, and we think that our assist mode expanded the amount of people who found joy in it, rather than seduced people into ruining it for themselves. I think a game speed slider would be great in Spelunky!
5 replies 2 retweets 42 likes
I agree - whilst some portion of players may choose to activate assist mode I think that portion would be relatively small (and you could track by logging data). I think it would only add joy for players who could never find joy in an unassisted Spelunky, not detract
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