So here’s what’s happening with the balance of Super Adventure Box– or kind of the history of what happened is I designed it initially that I’m playing an old-school Nintendo game and in Nintendo games things like that happen all the time. You get to a mystical cave, and there’s a wall you can’t get through and you have to Nice Somewhere Between The Castle And The Death Star There’s Me Shirt go back and find the right shop, and talk to the right person at the right time… it’s nonsense, it’s ridiculous! And it’s made to sell 1900-call Nintendo hotline type things right? So yeah not a good design at all. What happened was I did a softer version of that originally. The idea was to get to a point where you needed a thing.
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I wanted to invoke that somehow and maybe I leaned too hard in one direction and so after some feedback we changed it where you could get through that waterfall and so it became like UhmTo mention some things I think are what he’s talking about regarding fan reaction, player criticism, and employee communication: The Nice Somewhere Between The Castle And The Death Star There’s Me Shirt original release of World 2 didn’t go well. 2-1 had this weirdly timed geyser mechanic in the rivers and much more extreme unrecoverable river knockback that would pretty much push players to the edge (Falling deaths were 1 entire life lost, not just a heart) and was impossible for laggier players, while 2-2 had a LOT of instant-death arrow traps and falling deaths.
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People were really, really pissed off, and took to map chat, Reddit, and forums to hate on and insult SAB plus Anet in every way. Anet also happened to release the infinite continue coin in the gem store, and there were accusations that W2 was designed to make players buy them. Josh had a post on how he was heartbroken to Nice Somewhere Between The Castle And The Death Star There’s Me Shirt see the criticism since this was his personal project, and especially accusations of selling infinite continue coins, though understood the feedback and simplified some levels. Not sure if that post still exists somewhere. Anet quickly pushed through level redesigns to be slightly less frustrating, and the next year a lot of happy face level skips were added.