fascinated by the conflict between
a) "I want my level to be as spectacular and entertaining as possible, so I'm going to take advantage of length, intensity, color theory, dynamics, and other common design principles to appeal to the greatest quantity of players"
b) "I want my level to be an insane-extreme demon, such that the intended experience is only actually available to <0.01% of players"
and that's my ted talk as to why all the powerhouse creators seem to avoid making extreme demons
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sorry about this gang