Earthling wrote:
Oh, forgot: Cheap games are stupid, difficult or not.
And by "cheap" I mean lots of enemies that shoot you offscreen, invisible insta-deaths, always undodgeable attacks, etc.
Absolutely agreed!
There's a concept I found on TVTropes called "fake difficulty"; these problems fit under that perfectly.
If something like this exists in a game, it's not "challenge", it's a bloody lack of talent by the devs. Or a lack of testing and/or paying attention.
Particularly the "undogdable attacks" one. It's not that hard to avoid that one!
And I *am* in fact in a position to say that. I'm currently contracted to an indie developer to design attack patterns (of the bullet-hell type, meaning they're incredibly complicated) for a game that uses procedural generation. EVERYTHING I make is guaranteed to be dodgeable at all times. It's not THAT bloody hard to test and tweak for, even with bullet-hell patterns. It really isnt.
Of course, sometimes you get "gimmick" attacks, which can be an entirely different story, where you're not SUPPOSED to dodge but are meant to do something else. I cant think of any good examples though.