After leaving Twitter (and doing quite a few design delves), I've gotten less interested in rehashing the "building blocks" of a game's design in favor of more conceptual analysis.
Right now, design delves have three acts: the delve (analysis), the lore (design background), and loot (lessons).
Right now, design delves have three acts: the delve (analysis), the lore (design background), and loot (lessons).
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It is short and dense like most micro adventures, but it's laid out with type and graphics that are orderly, spacious, and clean.
This makes it a visual outlier within the form factor.
But this game's visual design serves a different kind of game design.
How does it land? Like most small form factor adventures—with a few bruises, cut corners, and tantalizing what-ifs.
But here's the loot...
My takeaway in this latest design delve is that micro-adventures are often imperfect, but I'm more likely to tolerate their shortcoming, because they're easy to fix.
The shorter the adventure, the more slack you get.
https://www.explorersdesign.com/exploring-royal-art-gallery-heist/