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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

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