This week’s Dissecting Design focuses on Snake Pass and how it effectively used subjective difficulty to design a world for multiple skill levels. I talked about how the game offers fair challenges for beginners, experts and master players, and what that meant for the level design.

Subjective difficulty is not for every game, and it does present some unique downsides along with a few criticisms of Snake Pass that I talked about.

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“Dissecting Design — Subjective Difficulty in Snake Pass”

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