RE: Rabbit and the moon - How should I handle difficulty?
Of course, by 'difficult' I don't mean the cheap methods that developers use which is why I mentioned the 9000hp thing, I would purpose build these levels for players who want way more of a challenge. Thanks for your comment it seems your of a similar sort of mind as me, I guess as long as I don't up the difficulty cheaply if I choose to I'll not screw everything up.
It's just that classic problem with balance, I can't make a game so difficult it's almost impossible to get through otherwise people would just rage quit, but then again, there are extremely difficult games like Gemotry Dash and Darksouls which are quite popular though.
I guess this is another one of those types where you just have to roll with it and see what happens, the problem is, I do quite enjoy a challenging game. So my version of difficult is going to be different from everyone else's because I've been gaming since I was a child.
If you can try giving the game to a sample audience and ask them for their opinion. If you don't to "spoil" the game for them, just make a prototype of levels.
I'm writing a post about what makes a difficulty good (some parts of it are in the video though)
Hi again @lethn1.... I published the article with my full advice:
https://steemit.com/gaming/@ahmadmanga/hard-games-is-the-game-difficult-or-unfair-how-to-make-a-videogame-more-fair-to-players
Hope you read it and give me your opinion!!