october pressure project: #00, "gross smoke machines"
- October 9, 2019
- droqen
last night i was thinking about making decisions under pressure in games, and how i really like exploring that space as a player/designer. i've neglected it in my designs lately, preferring perfect simple information, so i wanted to make a more concerted effort to get back into realtime messiness. i roughly thought about three points and scribbled them down in my notebook: quick thinking - complex…