Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 25, 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 Gamasutras 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

ZeniMax Online Studios
ZeniMax Online Studios — Hunt Valley, Maryland, United States
[05.24.18]

Monetization Designer
Insomniac Games
Insomniac Games — Burbank, California, United States
[05.23.18]

Director of Design
Stanford University
Stanford University — Stanford, California, United States
[05.23.18]

Software Developer 1
Cryptic Studios
Cryptic Studios — Los Gatos, California, United States
[05.23.18]

Game Designer, Content





Loading Comments

loader image