Beyond the ridiculous absence of scaling, the real question I'm asking here: who in their right mind decided that failing such fates was good design in the first place? Why is there a timer?Are they actually supposed to feel engaging and fun?




Beyond the ridiculous absence of scaling, the real question I'm asking here: who in their right mind decided that failing such fates was good design in the first place? Why is there a timer?Are they actually supposed to feel engaging and fun?
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