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You mean in a new genre? I imagine a genre that is the furthest away from the ones I’m comfortable with will be more difficult. In this case, I can only think that physics-based games might be the most intimidating.

I lack some experience in implemented real-time gameplay, as I prefer making turn-based games, and physics is a problem I never really had to deal with.

Sorry, I meant if you had to make a new game in one of the genre's that you've already made games in.

I think you're right about any game needing lots of Physics being naturally difficult, like if you had to make a version of Kerbal Space Program or something.

Having played around with both, I'd have to say that turn-based games are "easier" simply because the game "pauses" at regular intervals, making it much easier to evaluate different things. In a real-time game, I frequently have to press the Pause button to evaluate the coordinates of sprites or see if damage is being calculated correctly (or at all).

I have another suspicion that 2D games are easier to make than 3D games . . . but I can't say for sure because I haven't made anything in 3D yet.

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Ah, if I had to make a game on a genre I’ve made before, I’m not sure if I would rank difficulty on it at all. The only difficult part would be to implement something new that I’m unfamiliar with.

For example if I was working on a new platformer, I’d most likely add a new feature, to make it more interesting for me to make.

I prefer 3D games myself, as I think once one gets the basics done, it’s way easier to make a game, than with 2D.

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That's encouraging to hear about 3D games. One of these days I hope to progress to that level.