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The Making of Shovel Knight: Specter of Torment, Part 3: Our Favorite Secrets and More

[quads id=10] Editor’s Note: This is a guest post from Yacht Club Games. We’re running it here as it provides a unique glimpse into how games are made. You can find Part 2 here. Once a level’s rooms are all in place, the game really starts coming together. Perhaps the level is playable from start to finish, and maybe it’s fun too! But we’re not done yet. It’s at this point that the team really starts scrutinizing the level as an organic unit, then revisiting everything one sequence at a…

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