applecinnabun

fatigue elemental raccalope

  • they/she

game dev/sk8r grrl/guitar/flute/tree liker/indie game obsesser/basic autumn bitch. working on hoptix!

<3 @static-echo <3


play the latest (free!) hoptix demo!
sonicfangameshq.com/forums/showcase/hoptix.1948/
hoptix on twitter (not active, some cool dev posts there though)
twitter.com/hoptixGame
profile pic by @cottontailcat
cohost.org/cottontailcat
BUSINESS
hoptixgame@gmail.com

a weird level design thing is that sometimes you need to make filler on purpose.

it's just what the pacing of the experience calls for! in song writing, not every part of the song can be the best, most memorable part. you need vehicles to move from one part of an experience to another, or breathers between moments of intensity, or simply on and off ramps.

anyway, that's all very contrary to my instincts, which are to try to make every single obstacle memorable and unique on its own. and yeah, every obstacle should be purposeful, but that doesn't mean they should all be extraordinary.


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in reply to @applecinnabun's post:

this is a really good observation - I see SO many people insist on cutting out any kind of tedium or empty space, but i find games that are ruthlessly efficient to be complete bores to play. I love when games give me a moment to collect myself and think, or even just do stuff repeatedly a bit to relax.