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.
Retro Gamer
- Entities
- Maxi Boch
- Greg Coomer
- Valve
- Baby Steps
- Open World
- Gabe Cuzzillo
- Bennett Foddy
- Game Design
- Devolver Digital
- Level Design
Original source
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