Redefining "Hard Mode"

Hello Player

Evva and Charles talk about the highly contentious topic of designing for difficulty in HyperDot with special guest, Nicolaas VanMeerten (Director of Insights at GLITCH).

Timestamps [2:10] The truth about “hard mode” [6:30] Testing, testing, testing [10:06] Understanding player engagement [22:19] Balancing shapes and enemies [24:40] Recognizing peaks and valleys in difficulty [27:34] Theory of fun and challenge [29:30] What levels do you find difficult?

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