Aspiring 2D artist
Aspiring 3D artist
Looking to learn everything I possibly can about making games.
People are gonna talk, your game is gonna talk louder over time.
People are gonna talk, your game is gonna talk louder over time.
I was happy to find this mechanic present in sekiro.
I'd say it would've worked great in a game like infamous.
With a bit of fine tuning and qol features, of course.
I was happy to find this mechanic present in sekiro.
I'd say it would've worked great in a game like infamous.
With a bit of fine tuning and qol features, of course.
Tomb raiders controls provided a challenge and opt for mastery with it's movement mechanics thats gone in the uncharted era of push forward to climb and the game will take care of it while looking pretty.
Tomb raiders controls provided a challenge and opt for mastery with it's movement mechanics thats gone in the uncharted era of push forward to climb and the game will take care of it while looking pretty.
And how far they've pushed the possibilities of the few mechanics they have going on. Having to consider every ability you have and use them in tandem to solve each puzzle.
And how far they've pushed the possibilities of the few mechanics they have going on. Having to consider every ability you have and use them in tandem to solve each puzzle.
Learning them is a very big part of the player's journey through the game, and in my case at least, what keeps me coming back to a game.
Learning them is a very big part of the player's journey through the game, and in my case at least, what keeps me coming back to a game.
youtube.com/@ifinishedav...
youtube.com/@ifinishedav...
Alguno que recomiendes vos?
Alguno que recomiendes vos?
Traversal/Parkour that can be failed at, requiring skill to perform, that allows for player expression.
Traversal/Parkour that can be failed at, requiring skill to perform, that allows for player expression.
Depending on the complexity of your game you might find a way to redesign some bits of your levels to more "intuitively" guide players.
Depending on the complexity of your game you might find a way to redesign some bits of your levels to more "intuitively" guide players.