the player character will always "snap" to the nearest, highest-elevation area they can reach before landing from the air; this assists players trying to make a difficult jump.pic.twitter.com/5zlxJhH7h7
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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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Nice, like to see the priority of accessability
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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You whaaat! How could you keep this secret from me!! Sick!!
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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i can hear flower of scotland softly playing at 0:42
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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woah, it goes from intense boss music to eerie zelda dungeon music...it really is amazing just how simple audio processing can fundamentally change the nature of a piece of music
Bedankt, 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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