This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Dead Cells [official site].
When Dead Cells was first released in Steam Early Access in May this year, S bastien B nard was shocked to see how people played the game he d spent the previous three years designing. It was quickly a disappointment, he tells me. They were not playing in the way he d intended at all. They weren t using the weapons in the game elegantly, shooting with the bow before finishing with a blade, or blocking with the shield and following up with the dagger. They were only using bows, killing everything, even bosses, from a safe range. They never put themselves in danger and they never made different decisions. They were playing Dead Cells efficiently, and completely wrong. (more…)