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How Do You Manage the Social Experience With Noita?
E a, arvim: I think one of the big difficulties for us with noita was that we had a really cool idea of this pixal physics. And then turning that into an actual game took time and figuring out how to work on a team. If you have a game project that suddenly turns out to go for a really long time, how can you manage the social experience? Because, of course, it's a social thing. You develop a thing together. Everyone has different opinions. everyone has different views. How do you make sure that no one gets left behind, no one gets kind of frustrated a or at least more frustrate than the others with the project? It