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Designer Notes 75: Moonbreaker

Designer Notes

CHAPTER

How to Make a Positive Emotional Game

We tried making a subnautica in space, which was really fun It was called we had a couple different names for it, but space suckers was one Which sounds ridiculous, but it was about like pulling oil out of derelicts. We also worked on a spy game almost like an introversion style spy spy game. I think we had that because we wanted you to be able to plan your own heists and plan your own intrigue But also we wantedYou to be driving cars to do the stuff. There's too many right. And they're too varied. They're so varied. Yeah, this espionage is kind of odd because it's A setting usually a setting has so many

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