This might not sound like a big issue, but to "get gud" at a level-based platformer like this one means constantly redoing the level, getting a better feel for it and how it flows each time, until you can finally beat it. All this was compounded by the bizarre choice to not make the moving parts of a level reset when you die, requiring the player to judge their timing anew every life. Unfortunately, it chased the ideal too far and soon became ludicrously and unfairly difficult, requiring practically pixel-perfect timing and dozens of super-accurate dashes and jumps in a row without dying. Clearly inspired by Meat Boy, it began as challenging but doable, and had some clear production value, which is more than I can say for many indie titles that market themselves as "hardcore". by everybody) to the unreasonably touchy and punishing little indie turds attempting to capitalize on the "hardcore" craze started by IWBTG (the bad example) and Meat Boy (the better example).Īs such, I'm not sure if I can name a single "hardest" game I've played, but one that comes to mind is Fenix Rage. There's lot's of different types of hard, from the challenging, but basically fair and ultimately doable full-game experiences like Dark Souls (or so I'm told. This question is more complicated than it appears, at least to me.
0 Comments
Leave a Reply. |