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Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. “The balancing of the game between two players,” Olczyk explains. Their latest project, Parallel Experiment, is their most ambitious title yet.
It's probably not worth the hassle for a solo indie. This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. Sit and listen. Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. Expendable companions.
and I think this balance tuning is intentional. So I think they got this balance right, even if I whine about it. I know it's easy for armchair indies like me to complain about pulling punches. But for a medium mob (4-6 enemies) in a cover-y arena you can just run in and safely slice up everyone. It would feel terrible.
Because the activities you actually do in a video game, in-between the cutscenes and the conversations, may be part of the story, but they don't move the story forward. Indy's side quest to find the ark's location led to a really exciting scene with snakes. The secret is figuring out how to balance them. There's no "therefore."
Real-Time Rendering For decades, game developers relied on pre-rendered cutscenes and static assets to deliver high-fidelity visuals. Technical Flexibility: Stylized visuals require fewer resources than hyper-realistic graphics, making them ideal for indie developers and smaller studios. Why Stylized Art is Gaining Popularity 1.
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