Tristan and Oliver are sure to stay sharp and pointed, as they slice through Terri Vellmann, Kitty Calis, DOSEONE and Jan Willem Nijman’s clever dodge-em-up Disc Room into these three bits:
Simple Hand-Crafted Levels- Discussing learning from prototyping and why the developers opted for curated level spawning over procedural randomness
Forgivingly Hardcore- Balancing frustration and exhilaration through alternate avenues, rapid replayability, and occasional rewarding
One Button Variety- The abilities and the three ways the game leverages them to keep things fresh; disc variety, goal variety, and level variety
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3-Bit Design: @3bitdesign
Oliver - @oliverwauters
Tristan - @theatrewalker
Or email - 3bitdesign@gmail.com
Some references:
Designing for death and difficulty in Disc Room - Joel Couture, Game Developer (article)
Anyone could make Disc Room, but only the creators of Minit ever would - Jonathan Holmes, Destructoid (article)
Disc Room: Who knew a hard game could be so relaxing? - PC Gamer (video review)
Disc Room designer on its granular difficulty options: 'accessibility helps everyone' - Natalie Clayton, PC Gamer (article)
Designing player death: Using intention and meaning to add depth - Jay Johns, Game Developer (article)