
Originally Posted by
Brian Cartwright
A suggestion, make sure your tester base is large enough that you have a sounding board for the difficulty. A common issue with games on Xbox Live Indie Games is that a publisher has a small or nonexistent test base and gets locked into entirely defining the experience by their own abilities. Difficulty is one thing, intertwined to an intrinsic understanding of the underlying composition of the game is another. An example of a brutally difficult game I found personally rewarding was Super Meat Boy. The initial levels that function as a tutorial are wordless but form a steady but sensible ramp in teaching and skill. I still haven't beaten the game and may never but the game taught me the skills to TRY to beat the game. Another thing that SMB did terrifically well is meting out reward for incremental successes along the way (warp zones, glitch levels, secret characters, etc).
Identify as tough you'll keep some folks out. Identify as good and then say, by the way, I'm tough. Then some of us will find it irresistible.
Just ask the thousands of guys who are still chipping away at Dark Souls.
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