We Were Supposed to Have Grown Out of This
How Bad Omen Bureau began with Commodore 64 experiments, continued through the 386 and Pentium years, survived several decades of proper employment, and eventually became a game studio.
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Game development, design decisions and occasional evidence that postponing something for forty years does not necessarily make the idea go away.
How Bad Omen Bureau began with Commodore 64 experiments, continued through the 386 and Pentium years, survived several decades of proper employment, and eventually became a game studio.
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The central design rule behind Until the Bells Stop: if a bell rings and the player only sees a bigger number, the bell has failed.
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Why the Gravedigger starts with simple manual attacks and can end a run as a chain-reaction machine without surrendering player agency.
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