I like either the up front choice for difficulties or a challenge specifically crafted by the dev. Performance based difficulties aren't really appealing because it feels like the game takes pity on me and I didn't actually earn the progression.
Comments
Log in with your Bluesky account to leave a comment
interesting! That makes a lot of sense. I wonder though at the extreme ends what approach to take for those that even the hardest difficulty is too easy? Is it best to tweak the hardest difficulty or just continue stacking on top harder difficulties as to not lock out players already playing on hard
After a point, I think it's out of a dev's hands and entirely up to the player to find more challenging ways to beat a game, like speed runs, no hit/no death challenges, item restrictions, stuff like that. Scaling difficulty with levels/abilities can go a long way though.
Ah that's a fair point. It also brings to mind introducing modifiers to enable some of those things as part of the design like what a lot of roguelites have done. This discussion has been very insightful, many thanks!
Comments