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Dissecting Design -- Cuphead

Each week, Josh of Game-Wisdom examines one game for his Dissecting Design series. This week, we're talking Cuphead.

Josh Bycer, Blogger

October 3, 2017

1 Min Read
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Cuphead is finally out after years of development and stretching the scope of the design. While the game does fulfill its promise of boss-rush centric design, it doesn't feel like it's completely running on all cylinders.

0:00 -- Intro

1:11 -- Basic Gameplay

4:55 -- Boss Design of Cuphead

10:15 -- Boss Rush Design

17:15 -- Problems With the Run and Gun

20:14 -- Balance and issues with the Boss Design

24:59 -- Final Thoughts and Advanced Challenges

For daily videos on game design topics and spotlights, check out the Game-Wisdom YouTube channel. New Dissecting Design pieces come out every Monday.

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About the Author

Josh Bycer

Blogger

For more than seven years, I have been researching and contributing to the field of game design. These contributions range from QA for professional game productions to writing articles for sites like Gamasutra and Quarter To Three. 

With my site Game-Wisdom our goal is to create a centralized source of critical thinking about the game industry for everyone from enthusiasts, game makers and casual fans; to examine the art and science of games. I also do video plays and analysis on my Youtube channel. I have interviewed over 500 members of the game industry around the world, and I'm a two-time author on game design with "20 Essential Games to Study" and "Game Design Deep Dive Platformers."

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