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Tristan and Oliver are sure to stay sharp and pointed, as they slice through Terri Vellmann, Kitty Calis, DOSEONE and Jan Willem Nijman’s clever dodge-em-up Disc Room into these three bits:
Simple Hand-Crafted Levels - Discussing learning from prototyping and why the developers opted for curated level spawning over procedural randomness
Forgivingly Hardcore - Balancing frustration and exhilaration through alternate avenues, rapid replayability, and occasional rewarding
One Button Variety - The abilities and the three ways the game leverages them to keep things fresh; disc variety, goal variety, and level variety
Let us know what you think:
Leave us a review!
3-Bit Design: @3bitdesign
Oliver - @oliverwauters
Tristan - @theatrewalker
Or email - [email protected]
Some references:
Designing for death and difficulty in Disc Room - Joel Couture, Game Developer (article)
Anyone could make Disc Room, but only the creators of Minit ever would - Jonathan Holmes, Destructoid (article)
Disc Room: Who knew a hard game could be so relaxing? - PC Gamer (video review)
Disc Room designer on its granular difficulty options: 'accessibility helps everyone' - Natalie Clayton, PC Gamer (article)
Designing player death: Using intention and meaning to add depth - Jay Johns, Game Developer (article)
By 3BitDesignTristan and Oliver are sure to stay sharp and pointed, as they slice through Terri Vellmann, Kitty Calis, DOSEONE and Jan Willem Nijman’s clever dodge-em-up Disc Room into these three bits:
Simple Hand-Crafted Levels - Discussing learning from prototyping and why the developers opted for curated level spawning over procedural randomness
Forgivingly Hardcore - Balancing frustration and exhilaration through alternate avenues, rapid replayability, and occasional rewarding
One Button Variety - The abilities and the three ways the game leverages them to keep things fresh; disc variety, goal variety, and level variety
Let us know what you think:
Leave us a review!
3-Bit Design: @3bitdesign
Oliver - @oliverwauters
Tristan - @theatrewalker
Or email - [email protected]
Some references:
Designing for death and difficulty in Disc Room - Joel Couture, Game Developer (article)
Anyone could make Disc Room, but only the creators of Minit ever would - Jonathan Holmes, Destructoid (article)
Disc Room: Who knew a hard game could be so relaxing? - PC Gamer (video review)
Disc Room designer on its granular difficulty options: 'accessibility helps everyone' - Natalie Clayton, PC Gamer (article)
Designing player death: Using intention and meaning to add depth - Jay Johns, Game Developer (article)