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#40 - Rogue Legacy 2 & The History of Cellar Door Games

Noclip Crewcast

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The Origins of Traits

The original design for traits was, um, we knew the game was going to be like five minutes and not 30. We had no plan for this at a time that was not documented in any way. It was just through testing and through our sort of agile development process. So I guess when did you know you had your game, right? Because the agility that you're talking about or your agile development process led you to basically change genre,. add in like one of our fundamental elements of the game from a player's perspective in terms of its uniqueness. That requires a certain amount of bravery, I guess, to not immediately put your finger in the hole in the boat, but to sort of

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