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  #11  
Old 09-12-2013, 04:26 PM
Destined Destined is offline
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geometry dash could be a good model for you to follow level wise.

They also have a "practice" mode where you can continue when you die.

Super hexagon is the only unforgiving game I have liked, but even then it is only 60 seconds of your life!
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  #12  
Old 09-12-2013, 06:19 PM
neilw711 neilw711 is offline
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Like what everyone else says, create different difficulty modes. My game was actually really difficult for the majority of players and they all complained. The best thing I should've done was to create an easy mode so players can get used to the gameplay and then challenge themselves with a more difficult mode.
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  #13  
Old 09-12-2013, 10:53 PM
Destined Destined is offline
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When I teach game coding to kids where I work I always say your first level should be a cakewalk to allow your user to get used to the game! This is especially true if you want them to graduate from free to paid.
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  #14  
Old 09-13-2013, 07:38 AM
klink klink is online now
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The best games make the user feel like that they accomplished something special. So it needs to appear very challenging but doable through the use of skill and strategy. You need to slowly ramp up the difficulty level and add extra challenges as you go along. Creating an easy or practice mode just insults the users intelligence. Take the original Sonic or Mario games for example. They start out challenging but doable but as you progress through the game the difficulty level goes up exponentially. If you go back and play the first levels you can't believe how easy they now are. So maybe it's not that your game is too difficult it's that it needs to be better crafted to prepare the user for the challenge.

Last edited by klink; 09-13-2013 at 09:39 AM..
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