— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade


Played through Aria of Sorrow recently and I... actually kind of like how much ambiguity there is in some of the early-game platforming. There's an element of like "I might need an upgrade here, or I might be able to pull it off without it" which I think helps the world to feel a little more natural—a little less explicitly designed around your own abilities.

Like, yeah, maybe taking a dozen attempts at a weirdly tight jump isn't 'fun', and isn't what the game wants to be. But I like it when these types of games blur the lines of where their gating actually lies.


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