![]() If there was a huge magical buffet out there that was full of all the most incredible food in the world, I would call it the best restaurant in the world, because it has all the best food in the world. So I'll ask again: why can't devs add purposefully ridiculous extra things to their games for the people who actually will get some kind of enjoyment out of trying to beat them? How the hell does the completely optional 800 dash challenge affect you or hurt your experience in the game when you have no obligation or reason to beat it? I contest this because we need to let devs know that these mechanics are awful and should not be You haven't said *WHY* games can't have purposefully annoying or boring side things in them, though. If you want to show a novice game designer what NOT to do in a video game, show them the 800 Dash Challenge. Maybe the devs didn't even test that challenge before, and if that is what happened, that's lame. I get the feeling that certain designer want to be "recognized" for implementing insanely difficult challenges in their games, but they end up being criticized instead. The optional stuff should engage the player, give them an opportunity to gain access to additional features that make the game easier or more interesting (something that the first Dark Souls gets right most of the time), it should not mock the player for not wanting to endure a patience test. Optional stuff is supposed to be like "well, this isn't needed to progress but i want to see more". ![]() If you created a stage that most players actively avoid like pest, then you probably committed a mistake. Good luck doing that 800 Dash Challenge on consoles. It's a clearly bad design choice even for something completely optional, because even optional stuff are supposed to be fun and engaging, not deliberately boring and frustrating. There are better Game Maker games out there.Ĭlick to expand.If you want to make a quality game, that kind of stuff is NOT acceptable even for completely optional stuff, especially when it's something awfully boring and hard. ![]() who in the holy heaven does think that was a good idea? Patience tests in games are NEVER a good idea.Īnd last, even if it might be a matter of taste. If you care about storyline, it's even near incomprehensible, the only thing that was clear to me was the typical "muh feels" at the beginning of the last area, the rest was overly cryptical and didn't even give lore or mechanic explanations as Dark Souls did.Īnd then we have the 800 Dash Challenge. Too bad Dark Souls did everyting way better. And i mentioned Dark Souls because Hyper Light Drifter implemented a lot of design features from the former, like shortcuts or Estus. The ones behind the thread's game didn't, they went with it as if it was acceptable. Probably even FromSoft thought that would be too much even for Dark Souls. ![]() imagine having to beat the toxic dragon, the Fume Knight and the Ivory King in row, without losing once. Imagine a Dark Souls 2's Boss Run Mode, with DLC bosses included. The difficulty spike between the forest stage and the boss basically a wall. It's not an awful game per se, but it has tons of design problems.
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