Greetings handsome gamer. You like games? Cool, we got one. You’ve seen the trailer and the screens by now. You’ve read the description. You know what you’re getting into. The only question left is – how much is this gargantuan wad of content going to set me back? We have answers.
It’s mega frustrating when buying a game on Steam, only to see it discounted the next day without warning. We’d rather not put anyone in that position, so for the sake of complete clarity, this is how PATHOS’ price will change with time.
Obviously, the standard disclaimer applies: This is the best snapshot of our current intentions going forward, but it’s not 100 percent in stone. If one of us gets hit by a tractor right before the next Steam sale, there’s a good chance we’ll forget to hit the discount button.
A puzzle doesn’t have to be perfect, if such a thing exists, to be “perfect.” It’s a relative term – relative to the game’s mechanics and pacing. If everything is fast fast fast and then sloooooow, that sloooooow feels like smashing into a tree.
And this is how VVVVVV nails it. It casually directs you right into that tree.
SPOILER ALERT: If you’re one of the five or six people who haven’t played VVVVVV, and you’re the completionist sort, be advised that one of the game’s trickier side goals is deconstructed here. As the drive to discover is the only reason any of us are here in the first place, we’d hate to ruin this piece of discovery for you. But if you’re nihilistic about these kind of things, press on.
Continue reading “Puzzle Design Spotlight: VVVVVV (Prize for the Reckless)”
Level design is one of those bottomless pits of theory crafting, where you could spend your entire life discussing it and coming round full circle as you choke out your last words. Woven into the ethereal quilt of game development, level design is, perhaps, the critical thread.
Which is why it’s a total treat, a sugar bomb of visceral vivacity when gamer meets superb level design. A silly hope, maybe, but if one strains one’s preconceptions enough, one could see a future where galleries are organized just for the presentation and ogling of level design paragons. Real arteests, in other words.
And should that future emerge, Croteam’s Talos would surely deserve a spot on the wall.
Continue reading “Puzzle Design Spotlight: Talos (Pendulum)”
Welcome to The Paper Castle, the devblog and thinkery of Broguelike, the team behind PATHOS. Here, we’re largely focused on project progress, and particularly PATHOS for the time being.
Beyond that, like every other game dev team that has ever suffered and triumphed ‘neath the sun, we have opinions on what games should look like, what they should play like and how they should feel. We strive to present those opinions in a mostly inoffensive and mostly contemplative fashion, for considered digestion by our readers.
Games are subject to endless, and endlessly entertaining, theorizing, and for us, it’s addictive. We hope that addiction sounds clearly through our labors, and through our ramblings here.
Join us, won’t you?