Or: what does your game do when the player fails? Unless you're making a zen game (or your game is just ridiculously easy) it's going to happen at some point. If you're making a masocore platformer, it's going to happen a lot. So what are some design decisions re: player death that you've encountered that infuriated you...or that you thought were really cool?
I'll share a couple:
I quit playing EverQuest back in the day because not only was grinding xp for levels extremely tedious, but you...
Let's talk about player death
I'll share a couple:
I quit playing EverQuest back in the day because not only was grinding xp for levels extremely tedious, but you...
Let's talk about player death