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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.

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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