I’m actually one of those people with that level of arachnophobia! Yeah the spider doesn’t set off the “I hate this I don’t want to see this” vibes at all. Usually I can’t even watch a video with spiders in them lol!
I’m actually one of those people with that level of arachnophobia! Yeah the spider doesn’t set off the “I hate this I don’t want to see this” vibes at all. Usually I can’t even watch a video with spiders in them lol!
I hate the look of bugs irl to the point I’m not even a huge fan of the movie bugs life but I wanted to say that the style doesn’t trigger that repulsion and the stressed out ladybug is my spirit animal. :) Love it!
Omg I’ll have to join!
Wonderful guides, thanks for sharing!
It’s so hard especially when you’re the designer since some things just feel intuitive but the book fails to convey that.
Got any best practices you use when writing?
Took a bit for me to get the pun lol. I kept pronouncing it play grrr
Would be cool if they had a strong bonus that just fell off drastically but couldn’t get rid of them easily.
Wow what a transformation 😍
Geoff's posts are always really good. This one covers triangular numbers, a powerful tool in our toolkit.
Sid Meier famously suggested to designers that if a number isn't working, don't just add or remove 5%. Double or halve it.
🎲✂️ 🧵
Thank you for sharing!!
"The problem with Wikipedia is that it only works in practice."
- Sue Gardner, Wikipedia executive*
Games are like that, too. If you get hung up making stuff work in 🎲✂️ theory, you won't get it to the table where the magic actually happens.
Have people try to interpret your rules as often as you feasibly can. Things that seem natural and easy to the designer to understand could be extremely difficult to comprehend to someone who hasn’t touched it before.
What did you end up going with?