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This week's episode of Design Delve is now available!

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The Secret to Making Any Game Satisfying | Design Delve

This episode of Design Delve is brought to you by Death Trick Double Blind, out now on Steam and Nintendo Switch. https://store.steampowered.com/app/2254710/Death_Trick_Double_Blind/ In this episode of Design Delve, J & Ludo let loose the secret to making any game satisfying. Support us on Patreon: https://www.patreon.com/SecondWindGroup Second Wind Merch Store: https://sharkrobot.com/collections/second-wind Music used in order of appearance: Intruder - Stray OST The Abyss - Hyper Light Drifter OST Checking in - Celeste OST The Notebooks - Stray OST Secret Lab - Stray OST

Comments

Max Goldstein

Nice use of “reinforcement loop” without apologizing for the positive/negative BS.

Wally Hackenslacker

My favorite game of all time is Quake, the first one. I would say it's JG use comes in getting bigger guns to kill bigger, badder monsters while unlocking new levels, though I see clearly how it has it's failings because it lays almost all it's cards on the table way too quickly. I mean, Shamblers are introduced in a double fight by E1M3, ffs! And even I admit that by the time one reaches episode 4, the original game becomes quite repetitive. Community maps are much better designed in this respect. Specially the masterpiece maps from mods like Arcane Dimensions and Alkaline. In particular the map "Tears of the False God" from the AD mod is a masterclass in boomer shooter map design, imho. That's disregarding Quake as a speedrunner staple, though.