
62: Rethinking Difficulty with Maddy Thorson
Eggplant: The Secret Lives of Games
00:00
Yse Am Ye, You Know?
Thiss: The only game i ever made was procedure generated, so i didn't have to worry too much about the level design. But then you went from something that was a ballorina game that had stages and you had to design a physic like spaces,. But then you from that to 600 stages. And i just like, how do you and, i mean, and i can actually transmit, potentialy transition this into the story of the game? Thiss: I find that very intimidating rit, to go from something that doesn't have 600 levels to something that has 600 levels that you made.
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