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Quicksay: Deep Input

🕑 Added 2023-08-18 08:43:10 +0000 UTC

Comments

gibbdude

Cool! I had a debate with someone about this exact subject of the applicability deep and broad understandings like two days before this post dropped. I don't mind the relative roughness of the writing; the ideas themselves are still well-considered and interesting.

tomato

On the topic of Pizza Tower, it's made me come to realize just how important its combo meter is to all its aspects. The presence of the combo meter facilitates a steady amount of interactables to keep it going, since all stages need to be able to be P ranked, and stages should be designed in such a way that a player isn't outright forced to wait, potentially dropping the combo. The times when the combo meter isn't properly considered, like in Gnome Forest and most of the boss fights, are when the game dips to its lowest points. I feel it isn't a coincidence. It's also made me consider what other platformers would feel like if they had a similar combo system, like if Crash Bandicoot had a combo meter that'd award a gem if you kept a combo going the whole stage. The upcoming Antonblast has a combo meter, but it does disappoint me a bit that the game isn't being designed around it.


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