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Dissecting Design -- The (In) Accessible Nature of Celeste

Each week, Game Design Analyst Josh Bycer takes a deep dive into a title. This week, we're focusing on Celeste and how its assist mode and level design are at odds with one another.

Josh Bycer, Blogger

February 6, 2018

1 Min Read

For this week's Dissecting Design, we're focusing on the indie platformer Celeste. While many people will talk about how the assist mode makes Celeste more accessible, I think the game's design is more inaccessible to new players than one would realize, no matter how great the platforming is.

  • 0:00 -- Intro

  • 1:12 -- Basic Gameplay

  • 8:18 -- Assist Mode's Feature

  • 17:06 -- B-Side Changes

  • 20:17 -- Level Design Problems

  • 34:47 -- Subjective Difficulty Explanation

  • 44:50 -- Final Thoughts

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About the Author(s)

Josh Bycer

Blogger

For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three. 

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."

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