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Gorinstein also talked about what he called a “unique challenge” for Hades’ specific approach to the roguelike genre.

“We struggled for a while on how to capture the feeling of exploration, a cornerstone of many roguelikes,” he said. “We tried many things, from hiding gold in random shiny walls, to making huge rooms with doors scattered around the map. None of these fit with the game’s hand-painted art, or its high-speed room-to-room action pacing. Instead, the design had to adapt and find smaller avenues for discovery such as gold urns, Troves, Wells, fishing points, and Chaos / Erebus gates.”

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All of this only scratches the surface of the thought that goes into each and every element of video game level design. One of my favorite things about Hades is the way that its maps ultimately end up training you. The first few times I fought Megaera, for instance, I flailed around like an ice skater with twigs for ankle bones and ran into spike traps repeatedly. Ten or so runs later, the traps and other obstacles scattered around the environment had faded into the background of my duel with the terse Fury. My eyes were locked on her the entire time, but I effortlessly avoided obstacles without even thinking about it. Despite that creeping familiarity, however, Hades’ various rooms—combined and recombined each time you play—rarely wear out their welcome. They don’t become too familiar.

On Twitter, Supergiant writer and designer Greg Kasavin noted that for previous games like Bastion, Transistor, and Pyre, he and studio director Amir Rao would handle level design duties in addition to a pile of other responsibilities. For Hades, two other designers joined them: Gorinstein and technical designer Alice Lai. Kasavin believes that approach paid dividends.

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“I can’t overstate how vital their work was to the result,” Kasavin wrote. “Don’t know what we ever did without them (made smaller, less popular, less highly acclaimed games I guess).”

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