SuperPhillip Central writes, "Level design has always been a feature of games that we've marveled at. There's a big difference between a level that is frustrating due to challenge and a level that is frustrating due to design. Now, we aren't going to pretend that we are masters of creating excellent levels. No, we're very much not. However, we believe we've had enough experience playing games that we can weed out the good levels from those that are bad. This series of articles talks about the latter, where we focus on those levels that either poorly designed, frustrating for all of the wrong reasons, or just boring in general. (We have a series of articles dedicated to great levels anyway.) After we've exhausted our picks for this newest edition of Bad Levels in Gaming History, help us come up with some more levels for future installments and your reasoning as to why your chosen levels are so bad."
Duuro says: "I think the idea behind the movement is cool, but on the other hand, the execution and clear limitation of the platform somewhat undermine the whole thing."
"The Wakefield-based (the UK) indie games publisher and developer Team 17 and indie games developer Ernestas Norvaišas, are today very proud and excited to announce that the full version (v1.0) of their train-led city builder “Sweet Transit”, is now available for PC via Steam and EGS." - Jonas Ek, TGG.
Disney Dreamlight Valley devs have officially teased the second part of the paid expansion titled The Spark of Imagination.
O God, Air's Rock Arghhh. I remember that godforsaken land.
I loved that call of duty mission
I can't believe that after all this time, everyone doesn't know the exploit for breezing through the end of 'One Shot, One Kill', even on Veteran.
"Bad levels", or just hard?