ursprünglich gepostet in:Team Potato
still, a lack of tutorial for your mechanics is not good design, you need SOME form of explaination of mechanics in your games, look at Dark Souls, the way that was designed is how you should design your first area if you're looking to make a challenging game, leave some form of hint or even a manual type thing on the main menu to give the player direction, and a reason to continue/start playing. just plopping a player in the middle of a level with no idea how to play will just make a player rage quit and un-install you game, work the game around difficulty, and create a challenging experience, but don't make an artificial difficulty just to make a difficult game, that just causes rage and hatred towards your game. A good example of bad game design that is "Difficult" would be Ghouls and Ghosts, or the original Castlevania games.
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and In the first reply you were commenting on I said scaling of difficulty the first few levels are the areas to get used to the controls enemies will come after we introduce some story and traps
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so like Super Meat boy's first couple levels, right?
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Plus we're going to have build releases every-so-often so areas without enemies and traps will be plenty for learning. for the new people that have never even tried it before the final release there will also be enough maps to learn from.
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Huh? never played it, didn't seem too interesting to me
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I understand what you're saying, and there will be some sort of explanation, but i want people to have to learn not just have instructions thrown at them we don't just read how to walk then just do it :) it takes experience, something like I'm talking about is dwarf fortress and it has a massive following. The motto is even "it is fun to lose"
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I understand as well, and I'm not saying to put up a super guide into your game or anything, just don't go too overboard with ramping up difficulty.
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Acquisition of the ever so wonderful loot will make it easier for their next character anyways :)