One thing we’ve been focusing on recently is something that’s a bit harder to show than new art or big system rewrites: making the game feel right.
A lot of systems in Last Dream II technically worked even before the refactor. Battles resolved correctly, items did what they were supposed to do, menus functioned, and progression systems all behaved as designed.
But “working” and “feeling good” are not the same thing.
As we’ve been rebuilding systems, we’ve been paying closer attention to things ...
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