One of the most difficult tasks as a game designer is trying to accommodate multiple skill levels in a single game design. Most often the developer will either drive away beginners or experts by making the game too hard or too easy respectively at the start or they will simply ignore one group. But today’s post looks at the concept of a safety net and how it can explicitly or implicitly work to keep multiple skill levels invested.
After months of hard work on The Darkest Dungeon, I had a chance to sit down again with Red Hook Games to continue our talk about the game.
This week, Ken and I were joined by Chris Bourassa from Red Hook Games to discuss their first game project and successful kickstarter: The Darkest Dungeon.
If you’ve been following this site, then you know I have a love for rogue-likes and mechanic heavy games. And today’s kickstarter for The Darkest Dungeon is a game that practically ticks off every box on my must play checklist, with an awesome Gothic style to boot.