>>16682915
Commitment to a gimmick.
What I mean is when devs make a game centered around a gimick, but then really commit to it and make it an universal and constant thing instead of just being used when it's important.
Like in "BABA is YOU" where the code lines have absolute control over everything no matter what, even in levels where you can't interact with them, they're closed off behind walls to remind that it's only because of them that the walls block you off in the first place.
And in a recent game I've tried called "The World is Your Weapon". It's supposed to be centered around being able to pick anything up from the ground and using it as a weapon.
>You're thrown in the action right away, the game shows the controls and says you can pick up anything to use as weapon.
>There's a shovel and a pot on the ground next to you
>I try to be smart and pick up the pot instead of the obvious shovel
>The character just examines it and gets a herb from inside
>"oh okay.jpg"
>Try getting the shovel
>Nothing happens
>Turns out I was using the wrong button
>Return to the pot
>Accidentaly press the "pick up" button on the wall next to it instead
>The character just picks the wall up and equips it, taking up half the screen
That's when I knew that was gonna be a fun ass game despite being amateurish in nature.