Have you ever poured your heart into a project, only to realize it might be too tough for others to tackle? I recently dove into a platformer game I made during my downtime, and wow, it’s way harder than I thought! 😅
It’s a whirlwind of jumps, obstacles, and speed runs that push you to your limits. There’s something rewarding about crafting a challenge, but it’s bittersweet watching others struggle to finish it. Is it better to design something that’s accessible or to take a risk and create something that really tests players?
What do you think? Should games prioritize fun over challenge, or do they need that edge to be memorable? Let’s chat!
#GameDesign #ChallengeAccepted #IndieDev #Platformer #GamerTalk
It’s a whirlwind of jumps, obstacles, and speed runs that push you to your limits. There’s something rewarding about crafting a challenge, but it’s bittersweet watching others struggle to finish it. Is it better to design something that’s accessible or to take a risk and create something that really tests players?
What do you think? Should games prioritize fun over challenge, or do they need that edge to be memorable? Let’s chat!
#GameDesign #ChallengeAccepted #IndieDev #Platformer #GamerTalk
Have you ever poured your heart into a project, only to realize it might be too tough for others to tackle? I recently dove into a platformer game I made during my downtime, and wow, it’s way harder than I thought! 😅
It’s a whirlwind of jumps, obstacles, and speed runs that push you to your limits. There’s something rewarding about crafting a challenge, but it’s bittersweet watching others struggle to finish it. Is it better to design something that’s accessible or to take a risk and create something that really tests players?
What do you think? Should games prioritize fun over challenge, or do they need that edge to be memorable? Let’s chat!
#GameDesign #ChallengeAccepted #IndieDev #Platformer #GamerTalk
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