Cartoon surrealism killed this fight before it began ► High-Noon Hoopla, a Cuphead DLC Case Study
Design Frame Design Frame
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 Published On Jun 27, 2024

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‪@GTLive‬
‪@TearofGrace‬
‪@MadMattLugos‬
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‪@DashieGames‬
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♫ Music by Lakey Inspired.
License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License.
♫ Music licensed from Fesliyan Studios.
♫ Cuphead DLC
♫ Cuphead
♫ Transistor
♫ VA-11 Hall-A
♫ Heartbound
♫ Touhou (Sanae Kochiya's Theme - Faith is for the Transient People, Touhou 15 - The Sea Where One's Home Planet Reflects).
♫ NieR (His Dream, This Dream)
♫ Control (Red Glow Tunnel Rush)
♫ Hellblade (Gramr)
♫ Frostpunk (The Darkest of Days)

► Thumbnail font PAG Karogs made from svg icons (onlinewebfonts) is licensed by CC BY 4.0.

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Images:
Check Mark And X Vectors by Vecteezy








Copyright Disclaimer: Under section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, education, and research. All video/image content is edited under fair use rights for reasons of criticism, commentary, and education.

#Cuphead #CupheadDLC #IndieGame #IndieGames #GameDesign #GameDev #Gaming #Games #GameAnalysis #VideoEssay

Design Frame's Game Design Case Study of Esther Winchester in High-Noon Hoopla. A complete critique and game design analysis of Cuphead: The Delicious Last Course's High-Noon Hoopla / Esther Winchester boss battle. Design Frame's game design, video game analysis, critique, and review of the Cuphead DLC's High-Noon Hoopla and Esther Winchester. It's a Cuphead DLC critique and game design analysis, and a case study of Cuphead's gameplay for Esther Winchester.

00:00:00 Intro & Thesis
00:03:23 Phase 1
00:04:09 Visual Chaos
00:04:43 Root Cause: Complexity
00:06:05 Presentation
00:16:34 Attack Limitations
00:18:16 How to Handle Attack Directions
00:19:55 Clear vs. Misleading Telegraphing
00:25:47 Complexity Within Complexity
00:31:05 Depth: Justifying the Complexity
00:31:31 Core Mechanic
00:34:05 Core Mechanic: Area-Confinement
00:41:33 The Importance of Depth
00:43:18 Single-Purpose Elements
00:44:38 Snake Oil
00:47:50 Cactus & Dynamite
00:51:24 Unifying Theme
00:57:39 Announcement
00:58:38 Trial & Error
01:00:17 What Is Trial & Error?
01:02:33 Fundamentals of Mastery
01:06:35 Failure to Telegraph
01:18:47 Phase 2
01:18:56 Gameplay
01:21:34 Visual Chaos
01:23:58 Coherency & Flow
01:26:01 Telegraphing
01:28:45 Depth & Theme
01:30:43 Context of the Whole
01:31:48 Phase 3
01:32:31 Elevation System
01:36:49 Shift in Unifying Theme
01:41:31 Surrealism
01:44:56 Phase 4
01:45:00 Perfect Finale
01:45:54 Closest Thing to a Core Mechanic
01:47:34 Visual Clutter & Depth
01:48:52 Loophole
01:49:55 Structure
01:51:18 Upfront Complexity
01:52:21 Late Simplicity
01:53:49 Early Key Learning
01:56:18 Early Replayability
01:59:43 Conclusion
02:02:53 Thank You

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