My pet peeve: when the core of a challenge in a game is something closely tied to the player's physiological limits, such as reaction time. The challenges get progressively harder, and at some point they get close to or even past the player's hard limit, and at that point the player can no longer continue. Happens to me a lot in some more dexterity-based games (e.g. in Hollow Knight, which i never finished for this reason).
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Sunday, 09-Feb-2025 05:36:26 JST Jacek Wesołowski
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Jacek Wesołowski (jzillw@mastodon.gamedev.place)'s status on Sunday, 09-Feb-2025 05:38:03 JST Jacek Wesołowski
It's doubly humiliating when the game says "oh sure, you can have more hitpoints in this section if you want", but that won't help with my reaction time begin what it is ,I'lll just fail more times before it's game over. Conversely, if the game had the option to get slowed down by like 10%, it would make a world of difference.
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RedGlow (redglow@mastodon.gamedev.place)'s status on Sunday, 09-Feb-2025 07:32:56 JST RedGlow
@jzillw I think Celeste has options like that, right?
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