Difficulty in games is a tricky beast. Sure, some gamers like it “rough”, but others fear the savage Game Over screens of old.
So, hitting that sweet spot of challenge, accessibility and respecting gamers time is crucial. Especially for someone like me who struggles to find free time in daily life.
Sifu is a perfect example of the sweet spot of difficulty vs. demand for mastery of gameplay being a head-banging exercise in frustration.
Developer SloClap have released a game which I really, REALLY liked for about an hour or so, then grew to hate.
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