For this cast, I sat down with indie developer Edmund Mcmillen for an amazing discussion about indie development with one of the most recognized names in the space. There was way too many things to talk about, and we’re going to try and have a second cast. For this one, we spoke about the indie space and then a lengthy chat about the Binding of Isaac.
For this episode of Dissecting Design, we’re looking at Super Meat Boy. Team Meat’s first major release, the game was an excellent example of doing a lot with a basic set of mechanics. I talked about how the developers used great level design to test the player on all the mechanics of the game.
I recently put up a video spotlight of the game Mushroom 11: A puzzle/platformer from Untame that is very unique in its design. However, during the video I commented that I felt that I wanted to play as much of it now, as I didn’t think I would come back to it, even to finish it. This isn’t the first time this has happened and I wanted to talk about this phenomenon of one-time game design.
Skyshine’s Bedlam which was released earlier in September is both the latest game to follow in the challenging rogue-like footsteps of FTL, and the latest game to be marked down by fans because of it. Creating intentionally difficult games is tough (no pun intended) and requires a careful hand when it comes to challenge. People like a challenge, but the key factor has to do with the player’s control over the situation.