Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 19, 2019
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Dissecting Design -- The (In) Accessible Nature of Celeste

by Josh Bycer on 02/06/18 10:10:00 am

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

 

For this week's Dissecting Design, we're focusing on the indie platformer Celeste. While many people will talk about how the assist mode makes Celeste more accessible, I think the game's design is more inaccessible to new players than one would realize, no matter how great the platforming is.

  • 0:00 -- Intro
  • 1:12 -- Basic Gameplay
  • 8:18 -- Assist Mode's Feature
  • 17:06 -- B-Side Changes
  • 20:17 -- Level Design Problems
  • 34:47 -- Subjective Difficulty Explanation
  • 44:50 -- Final Thoughts

Related Jobs

Monomi Park
Monomi Park — San Mateo, California, United States
[01.18.19]

Senior Game Designer
Heart Machine
Heart Machine — Los Angeles, California, United States
[01.18.19]

Level Designer
Heart Machine
Heart Machine — Culver City, California, United States
[01.18.19]

Gameplay Engineer
Wargaming Sydney
Wargaming Sydney — Broadway, New South Wales, Australia
[01.17.19]

Lead Artist





Loading Comments

loader image