Silver Tongue

unadulteratedpiratepizza:

omgosky:

unadulteratedpiratepizza:

curiooftheheart:

unadulteratedpiratepizza:

unadulteratedpiratepizza:

curiooftheheart:

unadulteratedpiratepizza:

If I was developing a 3D Platformer, would it be better to stick the annoying water level near the beginning of the game, in order to get it out of the way and done with? Or, should I stick it in towards the end, as not to discourage players with early game annoying water level?

Depends, where did you put the forced and unfun vehicle levels?

Oh, mid game for the helicopter, late game for the tank

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Buddy, it’s a 3D Platformer, it’s out of my hands

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Not good, chief, not good

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You’re a psychopath. Let’s talk more

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Oh shit, oh fuck oh fuck! Now we might not have time to finish the game. We’re going to have to cut development on the one really cool level and only have half of it

Just double checking, you have the shallow combat where all enemies have three times the health the should if you wanted to keep a good pace, yeah?

Of course, nothing says fun like repeatedly mashing a button!

Don’t forget the escort mission, pls be sure to make the pacing as annoying as possible.

Do not worry, the mission target will move faster than your walking speed, but slower than your running speed, and they will stop sometimes for seemingly no good reason

what about the boss that has only a very short window of attack opportunity that takes place every 30 seconds and takes many hits to defeat with no variation in pattern as to drag out the fight as long as possible?

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