It seems like every time a challenging game is released the argument over difficulty starts again. This time it was Cuphead, and developers arguing regarding whether high difficulty is a feature or limiting. Extreme difficulty by itself is never good, but difficulty does have an important purpose.
Today’s Critical Thought looks at the importance of being able to manage a project and how it relates to game design. Too many developers ignore project management, and it can be the unseen killer of a game project.
This week on Dissecting Design, I took a look at Arcen Game’s Biggest game, and sadly worst selling: A Valley Without Wind. This is a game that went overboard with replayability and procedural generation, but it did not hook players.
This week on the cast, Z from Serenity Forge returned for a chat about what’s been going on with the studio, and their next published game Mystic Melee.