
20: Going Into the Void (Bastards) with Cara Ellison and Farbs
Eggplant: The Secret Lives of Games
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How to Design a Game for a Short Time Period
Farr: I think everything around that kind of flowed very naturally and didn't surprise us if that makes sense. So, you know, it meant that we could do nice and simple linear upgrade trees and things. And what was nice about that is that you did end up making kind of everything because you might be making something just for the sake of getting the next thing in the tree.
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