![]() ![]() ![]() I've played for probably 5-6 hours now and only now got the Dash - The fireball isn't something I use a lot, since I feel like saving my Souls for healing instead - And the level design doesn't necessarily naturally guide me to where I can / should go next. Everything's dark and while the colors change a little, most areas still look kinda samey, which gets tiresome after some time.Įven on Ori, I always felt that the time it took to gain the DoubleJump was a little too long - Granted, we used story sequences to break up the pacing a little, but it would've been good if you would've gotten the next ability like 10 minutes earlier.īut here, I feel like I'm traversing soooo much and very rarely get new stuff, so I'm much more encouraged to put the controller away since it always feels like there's probably nothing new within the next area anyway. It also doesn't help that the game looks 'mostly the same' in all the areas thanks to its art direction. Sure, we could've made the game twice as big with the content we had designed, but if you don't have enough 'juicy stuff' (in the case of a Metroidvania, new abilities and level designs that make you really learn these abilities and play the game in a new way every now and then) to constantly keep the player engaged, you're actually doing your game a disservice. Sounds a bit crazy, sure, but proper pacing in a game like this is super important. So we left probably 100-200 levels on the cutting room floor. On Ori, we had around 400 level designs during pre-production and then went through the process of cutting everything that was just 'more traversal', while trying to only keep the stuff in that felt really good. I like big games as much as the next guy, but if your game is big, you still need to pace it correctly. I've been trying to get more and more into it and I kinda like the core of what's there, but I kinda feel like the pacing is really crazy here. ![]()
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