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Is Your Process for Designing Levels for This Additive or Reductive?
The way we build out the levels is that we think about it more in terms of encounters, like modular encounters than a whole sweeping big level. And then we are always shifting around those encounters to make sure that like the gaps between them are always doable... but also doable by someone who missed the jump window by half a second. Does that make sense? It kind of sort of makes sense. Let me see if I understood it.