Why do devs choose to use procedural generation and randomization in level design? What ever happend to hand crafted levels with thought out enemy encounters? Cult of the Lamb and upcoming Hyper Light Breaker have me worried for the shortcuts this genere has introduced to game development.
0:00-0:51 A Slight Overreaction
0:51-2:36 Binding Isaac Has a Plan
2:36-3:24 Halt, I’ve gotta Gungeon
3:24-4:55 This Part Makes You Leave
4:55-6:45 Cult of the Lambs Major Flaw
6:45-8:11 Hyper Light Breaker Sadness
8:11-8:56 Indie Spotlight!
Rebel Transmute Kickstarter! https://www.kickstarter.com/projects/evan-tor/rebel-transmute
Goodbye Skill Issue: https://www.youtube.com/watch?v=EnigzHWapbc
More Games Need Endgame: https://www.youtube.com/watch?v=ZJIl1x_r210
I’m on twitter, sometimes I say stuff: https://twitter.com/Pogobroyt
#indiegame #games #gamingvideos #video #cultofthelamb #deadcells #enterthegungeon #hyperlightdrifter #bindingofisaac #roguelikes
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