Discussions
Designing the Gameplay Experience in Geometry Arrow
9 days ago by Lillian Quinn
When designing Geometry Arrow, how did you think about creating a control system that was simple and intuitive for new players, but deep enough to challenge veteran players? Specifically, did you anticipate that quick reflexes and precise maneuvers could be stressful for players? And what did you do to keep players interested when the gameplay was largely based on dodging, rather than creating more varied objectives?