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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By time consuming I mean it is hard to connect all the dots. It is easy to lose the interest of the player. Balancing freedom and keeping the interest could be difficult. Yeah I probably wont be doing that. GL to anyone who is working on it.
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Het laden lijkt wat langer te duren.
Twitter is mogelijk overbelast of ondervindt een tijdelijke onderbreking. Probeer het opnieuw of bekijk de Twitter-status voor meer informatie.
