SmiteOfHand
Member
OK. I decided to Shia LaBeouf it and threw together a submission form for difficult but fair courses. Quote for the link and please be considerate about sharing it.
The final list will be made public for anyone who wants a hellish playlist of well designed, challenging courses. The exact process of whittling down the list will be about as unscientific as these things usually go but I will do my best to consider things from as many angles as I can. Anyone who would like to help in reviewing the courses give me a PM and we can figure something out.
Fair warning, if this gif makes you nope then this is probably not for you. That said dense, hellish courses are not the only ones up for consideration. Anything that challenges the player is acceptable whether that is skill, puzzles, scoring, or something else entirely.
What is more important is weeding out bad difficulty design. Good and bad are subjective and context is king and so on and so forth, so here is a list of things that I personally think account for bad design. Keep in mind every single thing in this list can have exceptions and is not necessarily an immediate fail.
The final list will be made public for anyone who wants a hellish playlist of well designed, challenging courses. The exact process of whittling down the list will be about as unscientific as these things usually go but I will do my best to consider things from as many angles as I can. Anyone who would like to help in reviewing the courses give me a PM and we can figure something out.
Fair warning, if this gif makes you nope then this is probably not for you. That said dense, hellish courses are not the only ones up for consideration. Anything that challenges the player is acceptable whether that is skill, puzzles, scoring, or something else entirely.
What is more important is weeding out bad difficulty design. Good and bad are subjective and context is king and so on and so forth, so here is a list of things that I personally think account for bad design. Keep in mind every single thing in this list can have exceptions and is not necessarily an immediate fail.
- Suicide as a learning mechanism. This one is a biggie. Blind jumps with a very high probability of death unless you land on the single platform off the screen is not clever. Asshole hidden blocks were really funny about a decade ago. Anything that requires the player to learn something where the outcome is certain death will be heavily scrutinized.
- Requiring glitches for progress. Using some strange physics behavior that requires frame accuracy to progress in a level can be fascinating but not really what this list is about.
- Towering enemies/spam. Yes, it is very cool that you can stack 50 enemies on top of each other, and spawn endless amounts of hell. This can go very bad, very quickly. Approach with caution.
- Wasting the player's time. This is very tricky. Some people find analyzing and observing a stage boring. "Stop wasting my time" is subjective. Here are a few examples of time wasters that can often be designed around.
- Difficulty ramp. If the entire course is being used but the really challenging bit is right at the end then that means the player has to go through a bunch of filler to get to the good part.
- Extremely obscure puzzle solving. If you have to find a hidden block with a bomb in the very top left corner of the course and then know you have to carry that all the way to the end then all that has happened is delaying the real challenge, wasting the player's time.
- Super human pixel accuracy. This one is dear to my heart. Good patterns. Tight timing windows. Difficult executions. I am a fan. There is a big difference between a timing window that is 100ms, and 10ms.
- RNG. This one is tough. Enemy AI can be unpredictable and as such very exciting. RNG on its own is not bad design, but can very often be used in bad ways. Scenarios where the player dies because they have no options and just has to hope for a run with fortunate RNG is often wasting their time.