Visual cues in level design
"It's sometimes easy to forget how much design and art need to coexist, nevertheless; we need to make sure our visual cues are properly motivating."
Console/PC, Art, Design
What happens when you give players 100 tries to beat a roguelike?
We talk to Dan Marshall of Size Five Games about The Swindle's firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, Video