“When we were designing Cuphead, we wanted the game to be more reaction-based than just st
“When we were designing Cuphead, we wanted the game to be more reaction-based than just straight memorization. Great games like Contra III/Hard Corps mainly used repeating patterns that appeared in the same order every time - we feel this pattern formula tends to have less surprise on subsequent replays. ” Chad Moldenhauer - Art/Animation & Co-Design, Cuphead -- source link
Tumblr Blog : pureimpala.tumblr.com
#cuphead#studio mdhr#e3 2014#xbox one