
62: Rethinking Difficulty with Maddy Thorson
Eggplant: The Secret Lives of Games
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Play Testing and Accessibility in Clash of Clandestine
I was so fascinated by the accessibility control stuff that you did in celeste, and i felt like those things really had some of their roots in tower fall. And it's actually much easier to shoot the arrows, especial if you're a beginner with this kind of game. The old way of thinkig about difficulty and like a hard platformer just didn't fit the game. So tafall really taught me the value of play testing and accessibility,. Just because if it wasn't accessible, people wouldn't play it, because it's a party game.
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