I recently, and by recently I am to say a time of about ten minutes past, I remembered WTF Story from a nostalgic whim, and decided to try it once again. It is very much a different creature from the feeling I aim for. But a similarity can be drawn in "Oh, it's hard I guess". I will keep this in...
This was spoken by myself.
It is the conflict of audience freedom, and artistic vision. The artist creates their vision, but the audience is the one whom it is for. The artist creates for the audience.
"Contradictory to what I might indicate here, I am fairly 'bad at video games'; or rather I am no better than the common person. Challenge is not a necessity for enjoyment. Take as example those who spend uncounted hours with "Minecraft" using the "Creative" mode, yet would not consider using...
And, if "Super Mario Maker" has taught me a single thing, it is that you must be careful as to not use too many enemies. Lest you become an absolute prick and stick-sniffer.
I have been thankfully and graciously informed of my habit towards the extreme, and so I am attempting to achieve a challenge barely high enough to satisfy my vision, but no higher. Thank you for your words however; I will keep them in mind.
Dixel, perhaps it would be best if I clarify the extravagance of my word choice. It is not challenge for challenge's sake, neither is it without consideration of pacing. I continuously work on the balance of combat, so that encounters are challenging enough to be meaningful, but no more...
Do not however, take this to mean I am an enthusiast of creating challenge so insurmountable that it is impossible to wring any enjoyment whatsoever. This is of course, a game. I want the audience to enjoy my work. I have learned to be more lenient that I have instincts for, in regards to challenge.
I contrast this greatly with my work, "Ascend.". I do not see any reason for enemies to exist if they do not pose potential mortal danger to the audience. What is a pitiful foe? Nothing to the audience. The work will be infused with this belief; as I believe that this requires the audience to...
To any whom may be interested,
I must expressed my sight and vision for what combat is, regarding my project, "Ascend.". In the original work by Pixel, common enemies pose no real risk to the player if they have done their diligences, which I believe is taken for granted; being some such thing...
For reasons of personal nature, I shall be placing a labyrinth directly after a parkour spike pit.
If you would like to save, perish at my hands. Or, enable the drug-addicted time-traveling ghost, know as "additional save locations".