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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2018-08-08 12:27

>>34
>he player would certainly be able to adapt to that
Its like "invisible trap with holes in the floor" but you can't stop walking over it, so its technically Type A while providing some useless information that can't change the outcome of unavoidable stepping into a trap.
Its essentially robbing the player of agency. Its doesn't matter if you sugarcoat the situation - the player is forced to "walk the plank" anyway, despite knowing the sharks(trap) waiting down below.

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