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(+1)

Yeah it's hard to balance, after my first game I started leaning more towards the easy side, my thought being: if it's too easy it will maybe less interesting, but if it's too hard it'll be outright frustrating and less accessible to people. Most of them are only gonna invest only a small fraction of the time I playtest it.

I haven't got to the lightning part yet, but I'm glad that was useful!

That's a good mindset ! I just really feel the need to squeeze the maximum depth of each feature I make, but without a proper difficulty curve due to the short amount of content, It ends up ramping up too fast. Next jam I think I'll hide  the harder parts under a "hard mode" or something like that.