small game design thing I've been learning: giving the player a ton of things to do and making them figure out how to progress sucks. good "open" design still shows a clear objective, and then also lots of other fun/intruiging things to do that distract from the critical path
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or, conversely, if they're exhausted/feeling lost, they always know an easy, direct path to progress. sometimes that's really what you need. maybe this is obvious to many of you but it absolutely wasn't to me, I keep relearning this (and seeing it messed up in other titles).
Deze collectie tonenBedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Het laden lijkt wat langer te duren.
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