Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 23, 2018
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

Sanzaru Games Inc.
Sanzaru Games Inc. — Foster City , California, United States

UI Artist
Vicarious Visions / Activision
Vicarious Visions / Activision — Albany, New York, United States

Senior World Designer - Destiny
Plarium Michigan Studio LP
Plarium Michigan Studio LP — Portage, Michigan, United States

System Designer
Backflip Studios
Backflip Studios — Boulder, Colorado, United States

Senior Game Designer

Loading Comments

loader image