Thanks for watching! I apologize for the unedited rawness of this video. Super busy these days but I wanted to share this with you! ► Get 50% off Full Time Game Dev during the Black Friday sale: www.fulltimegamedev.com/full-time-game-black-friday ► www.fulltimegamedev.com/opt-in-how-to-make-six-figures
RAW is fine. Just like those "hidden" email videos or you just talking in the woods. We're here for your experience and knowledge. Don't stress the little stuff
I'm actually far more into watching raw talks from you than watching highly edited flashy adhd crap mate I learn better when I can focus on the intellectual content rather than the visuals Some visuals help of course When your describing something specific and showing an example But yeah You don't need graphs and flashing screens to garner my attention
Here's the crib notes! 1) Show the problem before offering the solution (in game design). 2) For the developer, the level design is 5x more complicated that you think (because you are so familiar with it, its not the same as playing for the first time as a new player.) 3) Giving the player mechanical choices instead of choices in the world, is more engaging for the player (more bang for the buck, as Thomas puts it. Basically, better to give a choice of abilities to be used as opposed to say, multiple paths through the world for example.) 4) If the player doesn't learn something they can use to their advantage in the future, they will get bored. (Learning is fun because as the player it makes you feel like you out-smarted the game and are improving, by being able to apply your playing experience to become better at the game.) 5) Don't be afraid to show the player what is going on. (Don't be afraid to 'break the 4th wall' by explicitly saying via text or instruction exactly what the player should be doing. Assume this would be double-true in a tutorial level / early level. ) 6) When in doubt, surprise the player. (If you don't know what to do for a particular design element, the worst thing you can do is bore the player. So if you entice with a mystery, or unlocks, or an unexpected mechanic that is just for fun, that's way more engaging than doing what is expected, i.e kill a skeleton in an RPG through normal attacks. Introduce surprises to engage interest.) 7) [Bonus!] Throw in Funsies in dry spots. Thomas mentioned this in a prior video and I really like it. It can be great to just have a mechanic or thing that exist purely fun, and that's the good use of time or a mechanic. For example, using a toilet in a bathroom like Duke 3D. It's just a stupid little thing, but it adds a surprising amount to the game. Or for example, if you have something like a big crate with a ? on it, you better be able to open (as most players would try) or the player will be disappointed. Funsies add to the overall experience. Thanks Thomas! Will keep this mind as I work on my own (RoadHouse Manager).
Hah ya totally. I always play a video like this while I'm working on my game thinking 'ya I'll have this play in the background' but then end up totally focusing on the video and not working on my game.
Hey! I’ve been a game developer for over 10 years and once led a studio of over 10 people on a single project. That game has been in production for almost a decade, and we’ve changed so much that only about 25% is complete. We made countless mistakes along the way and learned a lot, but it cost us financially. Now, it’s just me-a programmer/game designer (not the best artist)-and a friend who co-founded the studio. After a 3-year break (during which I worked for other companies as a senior programmer), we’re reigniting both the game and the studio. Discovering your channel has filled me with hope and inspiration to finally finish this project! Thank you!
Number 1 really depends on the context. For some players finding a "key" before they know of a "door" can be the trigger to find out what it "unlocks" which is fun to them. Opposite is also true, when you find a "door" and you now have to find a "key" - it might be a chore, especially if it takes a lot of backtracking. Finally if you always follow one way or another in design - it becomes mechanical and boring. "Oh, a door, now I need to find a key, again" or "Oh, a key, now I have to find what it's for, again". A mix should be used in right pacing, and for different kinds of "doors". E.g. Main Doors always require you to go find the Main Keys (story blocker), but Side Keys require you to find the Side Doors (exploration)
On the first point about showing the lock before the key, I'm one of those who purposely does the opposite of what a game guides me to do. Tell me to go right, I go left. Shine a spotlight on importance, I walk into the darkness. I often find myself completing side quests before even meeting the characters who assign them to me. I REALLY enjoy playing games that way though. Slow playing and exploring every nook and cranny for as long as possible while avoiding progression. It's a completionist mentality that came from 90s games being so expensive and my dad saying "I'm not buying you another until you complete this one." I'm glad he instilled that me in hindsight! No better feeling that discovering a secret off the beaten path. Anyway, as long as it's possible I'll always find that key before the lock, so apologies if that's a headache but also thank you if you leave that as a possibility in the first place. It allows me to form my own curiosities at my own pace, and holding an item with no clear intended use can actually be quite exciting. Can't wait to explore the tower mate. ♥
That's how I was taught to play games. It started with Ocarina of time. Over 26 years later and I still have never played it all the way through. I examine every crack. I inspect every level that I can both at day time and night time. I look for changes to old areas after completing major tasks. And then I get burnt out and stop. A few months later I restart the game because I forget where I was. Now I'm in my 30s and am still doing this.
Asking for my own game: Lets say the game is targeting an audience like you and me, coming from the 90s with said mentality in mind to explore every corner and rewarding players for doing so, would you feel betrayed if the developer would try to trick you by doing exactly that and trying to anticipate it? Not just flipping the paths but occasionally trying to know where players like you and me would search first in order to "trick" the game or do you insinst on doing so and it would take away from your enjoyment if the paths weren't as predictable? :)
@Shikigami6 do you mean the game would adapt to where we explore and make that always lead to where the developers want us to go? If that's what you mean, then I guess I wouldn't know that I didn't have free will, so it wouldn't matter unless the developers let that information out. Then some people might be mad. But I'd bet that would cause a lot of discussion around the game. ~ EDIT: Oh, never mind. I know what you said. No, I think games should always anticipate exploration and reward for it.
@@Shikigami6 I wouldn't feel betrayed at all. I'd be impressed more than anything. That said, I wasn't really speaking in terms of exploration/reward in a general sense. Regarding his point of getting a key before a door, he was saying that it wouldn't feel rewarding, and I'd agree if the key was forced into your possession in a linear fashion because then why would the door be locked in the first place if it's never actually a barrier? That would indeed be bad design. However, that doesn't mean key before door is always automatically a bad thing to be prevented. If obtaining a key is still possible but requires very unlikely exploration (like solving a puzzle without a clue first), that's not the same thing as being handed one. I wouldn't reach the door and think "wow what a pointless door I can unlock already", instead I'd still feel VERY rewarded for my time spent and feel like a badass showing up with it in my pocket already, like you outsmarted the game by being one step ahead. That's a positive IMO!
@@motioncache Luckily I wouldn't even no how to design such a "smart" design haha. Free will should always be on the top of every adventure game imo. Thank you for your feedback!
I’ll give you a bonus one “If your game has points of no return, make it obvious to the player”. If you look you’ll see it in games all the time. If entering a certain room triggers a cutscene for example, designers will often have that door be slightly open with maybe some visible light shinning through or something. This sends a subconscious signal to the player “if you wanna explore and find any hidden stuff, best do that before going this way”.
Thank you! I’ve already started working on my game’s website and Steam page! Watching your latest video made me realize I could really make it happen. I’ve been following your content for years, and I’m confident this is going to turn out great. For sure i will apply these tips on my current game!
This is a great list. You touched on something in the sixth principle that I think is important when you talked about White Lotus. Show the player what the goal is from the beginning. There are AAA games that make this mistake. It can be simple like “escape the location”, “kill the big bad”, or “get the item and return” that a lot of roguelikes copy. There can also be sub goals but the main goal should be in the players mind and you should reinforce it from time to time.
Thomas, love watching your videos you give so much to everyone starting out, above all its your honesty when opening up to everyone the pitfalls you can fall into when designing a game.
A lot of good sensible advice there (though I do like one of the other commentor’s remarks door before key vs. key before door). I’m now following your channel and look forward to seeing more. I’d add one more bit of advice though - #7: Never leave a tv running in the background if no one’s actually watching it.
In the sixth section, a good example is Mimic from Dark Souls, since players must be aware and learn how to distinguish between the real chest with Mimic. But, seriously don't make the impact like we must restart or die like Dark Souls, I mean just put the surprise element like that, except someone wants to make the Dark Souls kind of game. Thank you, Thomas, for sharing.
Great video! Thanks for sharing your knowledge. I don't think that anyone "should know" everything, I feel like that's an antique thinking model. Having feedback and the will to learn of our mistakes is what make us better persons, and entrepreneurs
13:01 That reminds me that (especially for certain types of players, such as me) the mystery doesn't have to be really be related to the plot or "in-world" as a mechanical one can works just as well if not even better, ie. what does this stat or action do or even just having UI, menus or options that you show in an obscured(-???-) manner.
Not necessary, but Random animation variety, you can turn a simple player input into a highly satisfying move, For instance, enemy executions, healings, gun inspections It's a simple trick that goes easily over looked by great game devs. I wish all of us luck on our projects!🎉
A game developer can easily make people feel stupid, with the same logic they can make you feel likecoming out here a genius. Now one of these developers are going to gain more success
Those can also be a critical thing to save you while in a tough spot. I'm swinging for a fairy or extra heart, I'm two rupees short for my next upgrade.
2:22 You might have just originally thought, to make the search for the lock as the challenge, effectively reversing conventional roles between lock and key.
The game I'm working on is procedurally generated map that they have to survive 30 days on to unlock the next map. This way when they die and start a new game they're given a completely different level where they apply what they learned not memorizing and getting bored of the map
I havent finished watching this and already realizing after hearing the first principle that I drop every key before every lock. Oof. Need to rethink some things
Principle 4 really resonated with me. It was the exact reason why I disliked Super Meat Boy so much. That games introduces a lot of mechanics only to discard them the very next level. What's the point of learning a new mechanic if it's going to last just that one level? And you're already halfway there when you get used to it, finished when mastering it and then just to discard it.
Im designing my gane and surprisingly enough the map xan act as a tutorial reminder and also highluggy ehich levels have them, also you can track which were completed and then put he replay tutorial toggle in the menu or in the map withiut needing a new playthrough. But not all games have replayable levels out of sequence like this.
Thomas, can you make a difficulty setting where your intended gameplay should be played by players are on Very Hard difficulty, while the gameplay where you cut it by half are on Easy or Normal difficulty. I really love challenges like how Valve challenge my brain when I play Half Life 1. I've been lost for around 40 minutes on the conveyer belts section in Half Life 1. After I think carefully how to find the exit and to do the puzzles, I feel very proud of myself for able to escape that stupid section and do the puzzles.
bro i was thought making game is so tough for me but after i watch a video of minecraft in 8 bit , now my pain is really seem way easier to me compare to what it was
Unrelated, but can someone educate me or tell me where to find a serie or workflow explanation on how clothing change works, for example an outfit swap store like gta San Andreas.
Please don't take it the wrong way: I know you have some ego because I have too. I can see you made a real effort to reveal some vulnerability in this video. Thank you for that! It was very insightful.
10:12 Do you mean to say, constantly different enemy telegraphy? I think even that is possibly had fun with in Diablo-likes and ARPGs. A faster-attacking enemy to a slower one imo is a standard, so long as it is the same read, such as always a faster-attacking enemy with specifically a sword and dagger, every time. Maybe you mean just like constantly changing enemy like purple enemy 1, green enemy 2, exploding greadsword enemy 3, machinegun bulwark enemy 4, teleporting enemy 5, pickpocketing enemy 6, doppelganger enemy 7, poison-bullet enemy 8, guitar soloing enemy 9, and passive decoy enemy 10, and then like 50 more enemies all completely different. That WOULD be obnoxious, and immersion-breaking imo.
Thanks for watching! I apologize for the unedited rawness of this video. Super busy these days but I wanted to share this with you!
► Get 50% off Full Time Game Dev during the Black Friday sale: www.fulltimegamedev.com/full-time-game-black-friday
► www.fulltimegamedev.com/opt-in-how-to-make-six-figures
RAW is fine. Just like those "hidden" email videos or you just talking in the woods. We're here for your experience and knowledge. Don't stress the little stuff
I'm actually far more into watching raw talks from you than watching highly edited flashy adhd crap mate
I learn better when I can focus on the intellectual content rather than the visuals
Some visuals help of course
When your describing something specific and showing an example
But yeah
You don't need graphs and flashing screens to garner my attention
That was one of if not THE best x tips video ive ever seen.
hey maybe you can use ai to help you edit the blanks and make it a little bit easier to watch if you are low on time
Here's the crib notes!
1) Show the problem before offering the solution (in game design).
2) For the developer, the level design is 5x more complicated that you think (because you are so familiar with it, its not the same as playing for the first time as a new player.)
3) Giving the player mechanical choices instead of choices in the world, is more engaging for the player (more bang for the buck, as Thomas puts it. Basically, better to give a choice of abilities to be used as opposed to say, multiple paths through the world for example.)
4) If the player doesn't learn something they can use to their advantage in the future, they will get bored. (Learning is fun because as the player it makes you feel like you out-smarted the game and are improving, by being able to apply your playing experience to become better at the game.)
5) Don't be afraid to show the player what is going on. (Don't be afraid to 'break the 4th wall' by explicitly saying via text or instruction exactly what the player should be doing. Assume this would be double-true in a tutorial level / early level. )
6) When in doubt, surprise the player. (If you don't know what to do for a particular design element, the worst thing you can do is bore the player. So if you entice with a mystery, or unlocks, or an unexpected mechanic that is just for fun, that's way more engaging than doing what is expected, i.e kill a skeleton in an RPG through normal attacks. Introduce surprises to engage interest.)
7) [Bonus!] Throw in Funsies in dry spots. Thomas mentioned this in a prior video and I really like it. It can be great to just have a mechanic or thing that exist purely fun, and that's the good use of time or a mechanic. For example, using a toilet in a bathroom like Duke 3D. It's just a stupid little thing, but it adds a surprising amount to the game. Or for example, if you have something like a big crate with a ? on it, you better be able to open (as most players would try) or the player will be disappointed. Funsies add to the overall experience.
Thanks Thomas! Will keep this mind as I work on my own (RoadHouse Manager).
Hey man, thank you for such a consice list of bulletpoints from the video! Saved me tons of time, appreciate it!
tnx alot man..
7: watching game design videos instead of designing your game
haha
Hah ya totally. I always play a video like this while I'm working on my game thinking 'ya I'll have this play in the background' but then end up totally focusing on the video and not working on my game.
especially when they're telling on themselves that they didn't follow game dev 101 principles.
Guilty! 🙋♂
😢
When the TV screen behind him starts showing ads and I get sucked into a weirdness wormhole.
"Contains unpaid promotion"
Hey! I’ve been a game developer for over 10 years and once led a studio of over 10 people on a single project. That game has been in production for almost a decade, and we’ve changed so much that only about 25% is complete. We made countless mistakes along the way and learned a lot, but it cost us financially. Now, it’s just me-a programmer/game designer (not the best artist)-and a friend who co-founded the studio. After a 3-year break (during which I worked for other companies as a senior programmer), we’re reigniting both the game and the studio. Discovering your channel has filled me with hope and inspiration to finally finish this project! Thank you!
What game is that?
@@Kenshiroit It's called "Tiny Little Bastards". It's a 2D platformer metroidvania.
Sir you just got a new follower because of this amazing story. Great looking game and respect.
Number 1 really depends on the context. For some players finding a "key" before they know of a "door" can be the trigger to find out what it "unlocks" which is fun to them. Opposite is also true, when you find a "door" and you now have to find a "key" - it might be a chore, especially if it takes a lot of backtracking. Finally if you always follow one way or another in design - it becomes mechanical and boring. "Oh, a door, now I need to find a key, again" or "Oh, a key, now I have to find what it's for, again". A mix should be used in right pacing, and for different kinds of "doors".
E.g. Main Doors always require you to go find the Main Keys (story blocker), but Side Keys require you to find the Side Doors (exploration)
I love that you finally figured it out. Interesting player mechanics and predictable enemy behavior is huge.
I love the unedited rawness! It brings more realism and genuineness to the video!
On the first point about showing the lock before the key, I'm one of those who purposely does the opposite of what a game guides me to do. Tell me to go right, I go left. Shine a spotlight on importance, I walk into the darkness. I often find myself completing side quests before even meeting the characters who assign them to me.
I REALLY enjoy playing games that way though. Slow playing and exploring every nook and cranny for as long as possible while avoiding progression. It's a completionist mentality that came from 90s games being so expensive and my dad saying "I'm not buying you another until you complete this one." I'm glad he instilled that me in hindsight! No better feeling that discovering a secret off the beaten path.
Anyway, as long as it's possible I'll always find that key before the lock, so apologies if that's a headache but also thank you if you leave that as a possibility in the first place. It allows me to form my own curiosities at my own pace, and holding an item with no clear intended use can actually be quite exciting.
Can't wait to explore the tower mate. ♥
That's how I was taught to play games. It started with Ocarina of time. Over 26 years later and I still have never played it all the way through.
I examine every crack. I inspect every level that I can both at day time and night time. I look for changes to old areas after completing major tasks.
And then I get burnt out and stop. A few months later I restart the game because I forget where I was. Now I'm in my 30s and am still doing this.
Asking for my own game: Lets say the game is targeting an audience like you and me, coming from the 90s with said mentality in mind to explore every corner and rewarding players for doing so, would you feel betrayed if the developer would try to trick you by doing exactly that and trying to anticipate it? Not just flipping the paths but occasionally trying to know where players like you and me would search first in order to "trick" the game or do you insinst on doing so and it would take away from your enjoyment if the paths weren't as predictable? :)
@Shikigami6 do you mean the game would adapt to where we explore and make that always lead to where the developers want us to go? If that's what you mean, then I guess I wouldn't know that I didn't have free will, so it wouldn't matter unless the developers let that information out. Then some people might be mad. But I'd bet that would cause a lot of discussion around the game. ~ EDIT: Oh, never mind. I know what you said. No, I think games should always anticipate exploration and reward for it.
@@Shikigami6 I wouldn't feel betrayed at all. I'd be impressed more than anything. That said, I wasn't really speaking in terms of exploration/reward in a general sense.
Regarding his point of getting a key before a door, he was saying that it wouldn't feel rewarding, and I'd agree if the key was forced into your possession in a linear fashion because then why would the door be locked in the first place if it's never actually a barrier? That would indeed be bad design.
However, that doesn't mean key before door is always automatically a bad thing to be prevented. If obtaining a key is still possible but requires very unlikely exploration (like solving a puzzle without a clue first), that's not the same thing as being handed one. I wouldn't reach the door and think "wow what a pointless door I can unlock already", instead I'd still feel VERY rewarded for my time spent and feel like a badass showing up with it in my pocket already, like you outsmarted the game by being one step ahead. That's a positive IMO!
@@motioncache Luckily I wouldn't even no how to design such a "smart" design haha. Free will should always be on the top of every adventure game imo. Thank you for your feedback!
I’ll give you a bonus one
“If your game has points of no return, make it obvious to the player”.
If you look you’ll see it in games all the time. If entering a certain room triggers a cutscene for example, designers will often have that door be slightly open with maybe some visible light shinning through or something.
This sends a subconscious signal to the player “if you wanna explore and find any hidden stuff, best do that before going this way”.
Thank you! I’ve already started working on my game’s website and Steam page! Watching your latest video made me realize I could really make it happen. I’ve been following your content for years, and I’m confident this is going to turn out great.
For sure i will apply these tips on my current game!
This is a great list. You touched on something in the sixth principle that I think is important when you talked about White Lotus. Show the player what the goal is from the beginning. There are AAA games that make this mistake. It can be simple like “escape the location”, “kill the big bad”, or “get the item and return” that a lot of roguelikes copy. There can also be sub goals but the main goal should be in the players mind and you should reinforce it from time to time.
Good luck finishing Twisted Tower. Can't wait to play!
Dude you are so insightful on this topic and it’s crazy. You’re giving massive amount a value for free. Insanity.
Thomas, love watching your videos you give so much to everyone starting out, above all its your honesty when opening up to everyone the pitfalls you can fall into when designing a game.
A lot of good sensible advice there (though I do like one of the other commentor’s remarks door before key vs. key before door). I’m now following your channel and look forward to seeing more. I’d add one more bit of advice though - #7: Never leave a tv running in the background if no one’s actually watching it.
In the sixth section, a good example is Mimic from Dark Souls, since players must be aware and learn how to distinguish between the real chest with Mimic.
But, seriously don't make the impact like we must restart or die like Dark Souls, I mean just put the surprise element like that, except someone wants to make the Dark Souls kind of game.
Thank you, Thomas, for sharing.
I've been in the thick of it, everybody knows.
Great video! Thanks for sharing your knowledge. I don't think that anyone "should know" everything, I feel like that's an antique thinking model. Having feedback and the will to learn of our mistakes is what make us better persons, and entrepreneurs
13:01 That reminds me that (especially for certain types of players, such as me) the mystery doesn't have to be really be related to the plot or "in-world" as a mechanical one can works just as well if not even better, ie. what does this stat or action do or even just having UI, menus or options that you show in an obscured(-???-) manner.
2nd tip!! I won't agree any less than 1000% That was so true
0:02 bro predicted thick of it
This video made me feel like a genius. I’ve know and used all of these since I was 13
Not necessary, but Random animation variety, you can turn a simple player input into a highly satisfying move,
For instance, enemy executions, healings, gun inspections
It's a simple trick that goes easily over looked by great game devs. I wish all of us luck on our projects!🎉
I"m literally experiencing #2 right now as I listen to this video. Appreciate the help!!
A game developer can easily make people feel stupid, with the same logic they can make you feel likecoming out here a genius. Now one of these developers are going to gain more success
One of the best parts of hollow knight is some of the smaller enemies have the same telegraphs as bosses.
RE#7: Zelda’s cutting grass and breaking pots are great examples.
Those can also be a critical thing to save you while in a tough spot. I'm swinging for a fairy or extra heart, I'm two rupees short for my next upgrade.
This is the Thomas I really like :D I also make mistake and blinded.... I really wish all best for Twosted Towers :D
thanks,your videos are really helping me with my game
2:22 You might have just originally thought, to make the search for the lock as the challenge, effectively reversing conventional roles between lock and key.
Thank you for the honesty Thomas 🙏
The game I'm working on is procedurally generated map that they have to survive 30 days on to unlock the next map.
This way when they die and start a new game they're given a completely different level where they apply what they learned not memorizing and getting bored of the map
Some really great advice, thank you.
I havent finished watching this and already realizing after hearing the first principle that I drop every key before every lock. Oof. Need to rethink some things
Principle 4 really resonated with me. It was the exact reason why I disliked Super Meat Boy so much. That games introduces a lot of mechanics only to discard them the very next level. What's the point of learning a new mechanic if it's going to last just that one level? And you're already halfway there when you get used to it, finished when mastering it and then just to discard it.
Man. The TV ad with the dog & the wheelchair in the background was touching. 😂 What was Thomas saying?
That was really valuable, thank you so much
#7: When in doubt, put Hollow Knight or Silksong in the thumbnail
Great tips!
Pinstripe is also quite frustrating as well. I still haven''t finished yet:) #2
thanks, the autumm theme is so beautiful!
Make smashing every pumpkin a steam achievement. Obviously, call the achievements "Smashing Pumpkins." Or maybe "Ode to Gallagher."
Im designing my gane and surprisingly enough the map xan act as a tutorial reminder and also highluggy ehich levels have them, also you can track which were completed and then put he replay tutorial toggle in the menu or in the map withiut needing a new playthrough. But not all games have replayable levels out of sequence like this.
You’re a great guy keep being great ❤
Thomas, can you make a difficulty setting where your intended gameplay should be played by players are on Very Hard difficulty, while the gameplay where you cut it by half are on Easy or Normal difficulty.
I really love challenges like how Valve challenge my brain when I play Half Life 1. I've been lost for around 40 minutes on the conveyer belts section in Half Life 1. After I think carefully how to find the exit and to do the puzzles, I feel very proud of myself for able to escape that stupid section and do the puzzles.
Nice video, what about design pillars?
bro i was thought making game is so tough for me but after i watch a video of minecraft in 8 bit , now my pain is really seem way easier to me compare to what it was
For someone that doesn't know any coding where should I start if I want to learn c#?
I seriously need to take some notes
Anyone else notice the lives are gone
Very great video thank you! Not sure how souls games even exist they missed all of them…
thanks for the efford
Ah yes right... anyways, what's the dog's name in the background?
Thanks
nice really good tips thx
I think these might be considered tenets of twisted tower development 😯
Amazing growth mindset
Hey Thomas where you at Unite 2024
Unrelated, but can someone educate me or tell me where to find a serie or workflow explanation on how clothing change works, for example an outfit swap store like gta San Andreas.
How in the world do you put the key im before the door just placing it in front of it like🤷
Keep it up!
great!
Please don't take it the wrong way: I know you have some ego because I have too.
I can see you made a real effort to reveal some vulnerability in this video. Thank you for that! It was very insightful.
If its a principle I want to include it not avoid it.
But if you wanna argue semantics then you will include none of it.
17:08 or a toilet you can flush :)
alr, we went from 6 to 7
🎃 ... nice ... Funny... I have them in my game as well. Fear in the Facts Farms.
I hope you got a share of the ads that played on the TV behind you, which we were forced to watch (minute 6 and minute 17)
K, I know people come in all shapes and sizes ... but he's kinda hot for a game dev, no? ...
Watch 1.25 x speed
👏🏾👏🏾👏🏾👏🏾👏🏾🔥🔥🔥🔥
cool
Hey thomas, the thumbnail says game design PRINCIPLES you must avoid. Just a heads up so u can change it in time :)
hilarious
Wrong title?
Lol u got catching up to do mate this is developing 101😂😂😂😂 shame on you smh
only 3 views in 40 seconds bro fell off
10:12 Do you mean to say, constantly different enemy telegraphy? I think even that is possibly had fun with in Diablo-likes and ARPGs. A faster-attacking enemy to a slower one imo is a standard, so long as it is the same read, such as always a faster-attacking enemy with specifically a sword and dagger, every time.
Maybe you mean just like constantly changing enemy like purple enemy 1, green enemy 2, exploding greadsword enemy 3, machinegun bulwark enemy 4, teleporting enemy 5, pickpocketing enemy 6, doppelganger enemy 7, poison-bullet enemy 8, guitar soloing enemy 9, and passive decoy enemy 10, and then like 50 more enemies all completely different. That WOULD be obnoxious, and immersion-breaking imo.
1:43