after landing from the air, the player character shakes and can't move for a short amount of time. it's nearly imperceptible from small heights, but gets longer from higher elevations.pic.twitter.com/FHZitkyvRk
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if you call your parents for a hint after beating the game, they'll give you hints on finding and completing every sidequest you haven't finished yet. the game essentially contains a 100% walkthrough of itselfpic.twitter.com/PlCdIS3cKc
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queen drosera always turns her head to look at the brush if you paint near her.pic.twitter.com/P9M6wZMC9N
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in the options menu you can change 'reaction speed' to slow down action sequences. for most bosses this slows attacks, but for the 5th 'musical paint' boss, the ENTIRE sequence plays in slow-motion, including music, producing a sort of vaporwave remix.pic.twitter.com/4pB8ZfEfCT
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you can do the 4 wielder trials in any order, but brunch canyon is easily the most emotionally intense. we made it harder to find because we thought it worked better if you spend more time with chicory in other areas beforehand. (1/2)pic.twitter.com/RiSOn5AAd9
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so: pizza and chicory share a hug after completing brunch canyon, but ONLY if it isn't your first trial. if you do the canyon first, then instead they hug before the 'final challenge.' so all players get the same number of hugs, but in different places. (2/2)
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this has been a fun run of daily design details! I'm finally at the end of the spreadsheet I put together before the game came out 2 months ago. there are a few other notes I might share sometime but some are extra spoilery or don't really fit the theme of this thread.
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I am pretty proud of this game and team. I think we did a good job. and there are lots of details to appreciate in it that I'd never cover here, because we mostly expect players to notice them when they play.
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This actually surprised me on my second playthrough
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