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by handrous
1738 days ago
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Valve (in particular) even pioneered UX in level design—if it doesn't improve gameplay, why let the player wander around trying to find the way they're supposed to go (a situation common even in relatively on-rails shooters of the past)? And just putting in HUD arrows sucks, and those can be misleading. Instead, they use lighting, color choices, and level layout to direct the player's attention and direction of movement, while maintaining the illusion that the levels are part of a larger space. |
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I've also heard about of platformers giving a couple pixels after walking off a platform to jump, like Celeste. It is very small thing to give better feel to the controls and make up lack of precise timing.