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How to Prioritize Humor in a Game
On the design side, there's a lot less pressure to make the game feel balanced than a more self serious game. It seems like it sort of gives you an out on a lot of things that if it were a serious game, it might feel more frustrating. But when you like dinosaurly way, it's hard to be angry at the game. So I'm wondering if you could speak a bit more to humor's role in the design and how you, you know, prioritize the resulting feedback.