Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Jeah I mean, every game behaves differently (regarding difficulty)

In normal games (the big ones) like Dark Souls, people overcome frustrating difficulties by the sense of progression etc. This is not a given in a Jam Project where one is happy the game gets played at all, this is why in general to keep the difficulty rather low, or ramp it up slowly, since the player spends not a  lot of time getting accustomed to the controls of the game. In my game there is a walljump that everybody thinks is too hard. If one would replay the game and try the walljump again, they'd find it a lot easier. (At least I did.) This is what I mean by "no time getting accustomed to the controls of the game". In a full title I might make the walljump harder even. In this jam, I could've made it a cutscene that auto plays, which sucks to me, taking control away from the player... But it would've been rated in the game's favor.


When you referred to the bones, I get that, sometimes there should be an enemy that is more difficult to hit.  It's just a problem when you only have 2 hits, before you are out (because usually small agile enemies do less damage), can't  aim freely, and 10 different things try to shoot you on a small screen. I think the problem is not the enemy itself in my mind, but the way he is implemented overall.


And please don't take it too negative, I'm just giving my thoughts on the game, I'm not the be all, end all of Game Design, and I'm very much learning myself.