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defenestrado.bsky.social
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@defenestrado.bsky.social
Reposted by 38%
Getting stuck causes players to explore the world.

Dying causes players to think about what they're doing.

An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.

We need to be able to design *some* games around these fundamental ideas.
November 28, 2025 at 7:51 PM
Reposted by 38%
November 12, 2025 at 11:22 PM
Reposted by 38%
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E melhora
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ribotril
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