ziad 🇱🇧

@ziaddd.bsky.social

guy with useless game design degree trying to make it | essays, streams, discord, and ways to support my work: https://ziadbruh.com

i’m torn on how protective game design should be of certain experiences. i personally don’t care when a modern release allows credit-feeding cuz i know how to engage with it meaningfully. the implicit question here is which way of presenting the game will maximize the number of players who “get it”

Derek Yu@mossmouth.bsky.social · last wk.

Painful review of the Capcom Beat 'Em Up Bundle on Steam that really highlights how destructive the continue system was to people's perception of arcade games. The beat 'em ups mentioned play wildly different from one another if you're actually trying to survive on 1 credit.

i’ve been very charitable toward belmont’s curse but the one thing that’s getting even my castlevania nerd rage boiling is having the walls of dracula’s castle plastered with the same painting of alucard over and over again. COME ON

Saying "it's all contextual/it depends" about game design is opting out of having conversations out of laziness (arrogance?), rather than improving The Discourse in any way. If a rule breaks down when applied to specific contexts, those contexts should be presented & explored.

still kinda shocked the vibe is so negative on belmont's curse, it's not reaching silksong's heights in terms of enemy behavior but it's prob the densest metroidlike i've played in a while, level design has lots of nice little elevation changes and obstacles and enemies perched in inconvenient spots

excited for the changes in the cyclops patch next month, but i should prob take that as a sign to take a break from tokon for a bit and get back on the TGM grind...