Re: Eroico -Develouped by kyrieru-
A checkpoint before a challenging area would keep the fun intact while avoiding rage-quitting or resorting to cheap tricks (who said: "save file edit"?).
Because the first two times you clear an area before reaching the spike chamber you are wary of the enemies, you study the platforms and carefully plan the path.
Then for the next five attempts you simply slaughter whatever you see shouting: "outamyway you fucking losers!!".
After a dozen of failed attempts you begin enjoying the sight of your character death and you resent the fact that Kyrieru isn't interested in guro because you realize that you hate that idiotic lump of pixel that is not even able to follow your commands... or so you believe.
It's not sane, I tell you.
So, difficult is ok... endless repetition is not.
I think so too.That's a good point. Long stretches in between save points can be infuriating.
For example, the spike room segment. Before reaching the spike room, you have to fight enemies and do some hard platforming, especially if you go pick up the upgrade in the bottom part first. Then you have the spike room itself, where you start with some damage taken. You manage to barely pass the spike room, and you hope it's the checkpoint, but nope! You get a very small health regen and you still have more enemies and platforming to do before actually reaching the checkpoint. Dying after the spike room but before the checkpoint could be easily be very infuriating.
I understand the reason to spread checkpoints far appart: It's made so that you can feel genuine relief and joy at reaching them. I personally got lucky in Eroico: I often reached the checkpoints with like 1/8th life left, and I fortunately managed to not die (barely) after the spike room, so it worked for me on the whole... But if I had done even sliiightly worse, I'd probably have been banging my head on the wall in frustration.
Keeping the same difficulty but adding more checkpoints (or at the very least, more health pickups like in stage 3) would probably have reduced the amount of frustration for the players.
A checkpoint before a challenging area would keep the fun intact while avoiding rage-quitting or resorting to cheap tricks (who said: "save file edit"?).
Because the first two times you clear an area before reaching the spike chamber you are wary of the enemies, you study the platforms and carefully plan the path.
Then for the next five attempts you simply slaughter whatever you see shouting: "outamyway you fucking losers!!".
After a dozen of failed attempts you begin enjoying the sight of your character death and you resent the fact that Kyrieru isn't interested in guro because you realize that you hate that idiotic lump of pixel that is not even able to follow your commands... or so you believe.
It's not sane, I tell you.
So, difficult is ok... endless repetition is not.