
S1E3 - Making People Feel Things About Shapes
01/30/20 • 36 min
How did Charles make all those dang levels in HyperDot anyways? In this episode, Evva and Charles discuss this question and more, as they talk about crafting HyperDot's design.
Timestamps [3:32] The first shape haters [8:50] Making enemies [11:06] Attacking with patterns [13:40] Making a level editor [17:24] Puzzle or action game? [19:22] The 5 phase plan and modifiers [24:29] More on modifiers! [30:12] All the feels
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How did Charles make all those dang levels in HyperDot anyways? In this episode, Evva and Charles discuss this question and more, as they talk about crafting HyperDot's design.
Timestamps [3:32] The first shape haters [8:50] Making enemies [11:06] Attacking with patterns [13:40] Making a level editor [17:24] Puzzle or action game? [19:22] The 5 phase plan and modifiers [24:29] More on modifiers! [30:12] All the feels
This podcast is powered by Pinecast.
Previous Episode

S1E2 - Choosing Each Other
Evva & Charles dive straight into the tough experience of signing.
Timestamps [1:10] “Hey, Evva wants to talk to you” [5:20] Initial goals for Anti-Piracy [8:40] Charles’s personal and financial goals [17:52] The first agreement on the table [30:51] Not being on the same page [41:00] Saying yes
This podcast is powered by Pinecast.
Next Episode

S1E4 - Redefining "Hard Mode"
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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