
Into the Depths: Noita - Part 5
Eggplant: The Secret Lives of Games
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The Hardest Thing to Crack in Designer Tech
The game has been in development for years. What was the hardest thing to crack in designer tech and what made you guys feel like it was ready to be released to a wider audience after all these years of development? I think part of it was like sunken course fallacy I mean we're always like one year from releasing the game is that correct battery? Do you have the same feeling? In some ways it was all but I mean I'm not smart enough to do that job.
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