wolfamongus (3)

Video games are all about giving the player choices: Whether you’re playing Borderlands and have to decide your class to Mass Effect where your choices can affect the plot across multiple games. But not every choice is created equal in game design and today’s post looks at the concept of hard and soft choices.

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In this first of two parts, I once again tried to play through Dungeon of the Endless on easy mode and things did not go my way. I experimented with the mechanical pal minor module to only realize that it wasn’t what I was looking for.

0 Dungeon of the Endless: A Rough Start

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Binding of Isaac Rebirth (2)

Whenever I play Dungeon of the Endless, my mood swings between enjoyment and annoyance at the game design and hardcore rogue-like elements. Great rogue-likes are supposed to be tough games but there is a problem when they are too hard and when the game is less about the player’s control but instead dealing with the RNG. Today’s post examines the perfect run concept and why it’s a killer for playing rogue-like games.

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In this video, I took ??? out for a spin and found a variety of attack enhancing items that took me very far,

0 Binding of Isaac Rebirth: Poison Tears
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