Meaningful choices and feedback in Fabric

Playing that first tech-pass of Fabric, it was clear that unstitching the world wasn’t going to work as the core mechanic of a game – it isn’t particularly interesting to destroy something, even to save it in the long-term, if you don’t have the possibility of fixing it too.  Enter the ability to stitch things back together, which changed the dynamic of the game, and introduced choice into Fabric’s world.  The other new feature in this build is a simple particle system that indicates when the red blobs have been destroyed.  This first pass player feedback gives cues to where events are taking place without necessarily forcing them to shift focus.

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