"Variation can be good, but so can consistency. When I make games I try to keep them unified and to the point, so I don't drift off too far. It's also one of the reasons most of my games are so short, when I feel like I want to turn the game in a new direction I usually explore that new direction in a separate game instead.”
This further explains Söderström's unusually high output of concentrated games, most of which were developed within a span of two years.
Evan Greenwood says “The difficulty in Hotline Miami is core to the experience. It forces you to pay attention and keeps you in a state of adrenaline high.” Can incorporating difficulty into your work make it more addictive?
The violence in the game “made you feel dirty”. In your work, how can you give your audience guilty pleasures?