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my bio on here used to be "I always liked broken games the best, anyway" and... yeah, I've been loving TOTK @NonTrotski/1662629567478263809
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I'm not even doing wonky lateral thinking solutions to these puzzles! But I like that I could. I'm bored of solving puzzles by looking at a corner & going "that wouldn't be there if it wasn't necessary to constrain the solution, therefore".
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which is not even bad design, there's often beauty in the way that leads to a feeling of dialogue between designer & player. but also... I like problem solving more than I like puzzle solving.
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I guess, from the other side: I like making games where I can't fully understand what the player will do with the tools I give them. Which is ofc a tricky balance, to not have the game break when they do, either in code or in design.
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but i also have the mindset, often enough, that "we don't need to cover that case, if the player did that then they're trying to break the system, and we should reward them by letting them see it break"
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I should make a game for speedrunners