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TopicITT: We design the most hellish region possible in a game
Karovorak
05/03/24 4:08:01 PM
#13:




) Heavy rain and thunder from random directions, so you can see and hear even less.

) Silly half-broken fences that are still unpassable, forcing you to take a 500 meter detour to get something 10 meter away.

) That stuff that is 10 meter away (but took what felt like a week to get there), turns out to be a dead end, with a single chest with a common potion in it.

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Planning is the process of replacing chance with error.
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