I'll given Dunkey the one on the floor because that room lacks any visual indication unlike this example in dread and the hit detection on the rising pillar means you need to hit it dead on to trigger it. There's definitely an improvement overall in Dread with giving clarity to secret passages without making it too obvious and not going the Metroid 1/Shantae route of "lmao incorporeal walls".
There's a joke to be made about the Director of God of War not being able to understand level design that isn't a straight line, but I'm not smart enough to make it.
Top Comments
wisehowl_the_2nd
Oct 14, 2021 at 12:21PM EDT in reply to
Salnax
Oct 14, 2021 at 01:01PM EDT