in general, the "z axis" and "jumping" in this game is so duct-taped together it's not even funny. I put a lot of effort into making it feel generous and friendly in a game that totally should not have had it. I'm glad nobody has complained about it (yet).
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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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I did it in that order and wondered it if it knew that was the last one and made it more intense!
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Dessert Mountain hit me harder personally, glad I've done these two last
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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And, naturally, somehow I got here first. I think canyon, brushflowers, mountain, island. I wound up liking it a lot that way! Like confronting and then slowly recovering.
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a lot of people do! which is why we put a lot of thought into adjusting this stuff to make it flow as naturally as possible.
- Antwoorden weergeven
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