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.
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.
www.gofundme.com/f/our-hoa-se...
www.gofundme.com/f/our-hoa-se...
And they brought a lot of screenshots too.
Argo: medium.com/@fourhundred...
Dora: medium.com/@dora.klindz...
And they brought a lot of screenshots too.
Argo: medium.com/@fourhundred...
Dora: medium.com/@dora.klindz...
Night and day difference for me.
Night and day difference for me.