Dev Blog #10 - Why friction is good (sometimes)
Deep Dish Dungeon's tenth blog explains why some resistance and uncertainty are deliberate parts of its design. The developer responds to feedback about difficulty, limited direction and systems that can initially feel frustrating.
What to know
The account distinguishes unhelpful frustration from deliberate friction intended to make exploration slower and more thoughtful. It is a statement of design intentions, giving players context for the experience rather than a list of new difficulty settings or confirmed balance changes.
Key points
- The post discusses the reasoning behind design friction.
- It is a development explanation rather than patch notes.
This is GameRank's summary of the official announcement. Release plans, promotions and event timing describe what the source said at publication. Check the original for the complete context and later corrections.
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