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"people don't always need all of those three things- in movies or books the audience/readers aren't autonomous (when it comes to the plot), or competent (usually)."
Of course haha. Apologies if I wasn't clear, my point was these three things apply to everything, but it doesn't have to be those 3 things at once.

The main point is basically, challenge in itself isn't fun because it is challenging (a lot of things are hard in life for example but nobody wants to do them). What I meant by this is, the challenge has to make you feel like you're competent
FOr example in my game I have one enemy that dies with a single bullet and is slow. I have another one that is fast and has a ton of health (the second one is more similar to yours but not really, slower and a lot more health)

Alone the second one is boring even though he's tough. Because you end out just walking backwards for maybe 60 seconds in a row and you keep shooting. IT's not as fun as I thought it would be.

The slow one however, I put a ton of them (100 to 200). Then the player has to run around and try avoiding them - they die instantly but because there's a lot of them, it becomes funs. You feel super great trying to avoid each one coming at you while shooting the other ones - it's more planning and moving/avoiding than it is shooting. If there was an escape route and I removed the gun it'd be just as fun

"I take Rami Ismael's approach to feedback, and I usually just try to find my own solutions to problems that people find, rather than their solutions- unless those solutions really fit- like the slow one (which I'll still probably somewhat modify, but could be incredibly great to the game overall)"

I agree 100% with that. I give you my thoughts that I think are worth sharing, if it gives you ideas it's great, if it doesn't fit it's totally fine.

"but I take Rami Ismael's approach"
I love this guy!

"And, please post it's name here when it's on itch.io, I'd love to see it once it's uploaded!"
Almost hahahaa. I wasted a lot of time today but I'm uploading it later tonight.

Hehe, true. Though, to be honest, I guess you're right, and it's usually recommended to have all three in games, or at least a really strong sense of one of them, depending on your design.

Hmm, true. Certain enemy combinations compliment each other a lot- like, for an instance, the "Jackals" in Halo and the "Hunters"- which together, have the Hunter's deadly shot from afar, and spray of tiny Jackal plasma bullets, or the Hunter's even deadlier charge if the player were to come up close to them- which turns fighting them together into a desperate, action packed (and really risky) charge or a slow, hard, fire-fight. Stuff like that usually signals the end game, because it's rather challenging-
Same happens in some encounters in dark souls, in which a single enemy is pretty hard on his own, but in certain situations, or with some of his friends, can actually become a serious death threat.

Huh, sounds pretty interesting- I guess the "nugget" of that experience is the crazy, skill-based chase. I'd definitely love to play that game.

I'm glad you agree!

I'll check your game out a bit later, since I have A LOT to do- I recently have had creative blocks in the beginning of weeks, or "indecisiveness", which usually results in a greater crunch-period near the end of projects- which is probably now. But hey, I finally managed to get "Unity Remote" to work, which means that I work on Android projects in the future, maybe!