Ignoring Valve's Half-Life lessons, Baby Steps dev says trolling players with level design is important, actually
Baby Steps designer Gabe Cuzzillo discussed the game's intentional use of maze-like level design, contrasting it with Valve's Half-Life approach. He argues that intentionally creating confusing paths encourages players to explore the game's boundaries and discover unique solutions, fostering a more engaging experience.
- Entities
- Person: Maxi Boch
- Person: Greg Coomer
- Company: Valve
- Game: Baby Steps
- Topic: Open World
- Person: Gabe Cuzzillo
- Person: Bennett Foddy
- Topic: Game Design
- Company: Devolver Digital
- Topic: Level Design
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