Hey, how is everyone?
You may recall that I had a thread some time ago asking for...well, look at the title. "But Reyold, the word, 'difficulty' wasn't there before." Hush, I know, I know.
The point of this thread? It's exactly what it says: tips for the aspiring indie developer, except this time the focus is on difficulty rather than general advice. I love difficult games, so it only makes sense that I want to make hard games.
Considering the number of Dark Souls threads as of late, I imagine its fans have something to say...
Oh, and if you like, you can find the thread I mentioned earlier here: http://www.escapistmagazine.com/forums/read/9.391425-tips-for-an-aspiring-indie-developer
Your advice doesn't absolutely HAVE to pertain to difficulty, but if nothing else, please try not to repeat anything that was already mentioned in the last thread.
You may recall that I had a thread some time ago asking for...well, look at the title. "But Reyold, the word, 'difficulty' wasn't there before." Hush, I know, I know.
The point of this thread? It's exactly what it says: tips for the aspiring indie developer, except this time the focus is on difficulty rather than general advice. I love difficult games, so it only makes sense that I want to make hard games.
Considering the number of Dark Souls threads as of late, I imagine its fans have something to say...
Oh, and if you like, you can find the thread I mentioned earlier here: http://www.escapistmagazine.com/forums/read/9.391425-tips-for-an-aspiring-indie-developer
Your advice doesn't absolutely HAVE to pertain to difficulty, but if nothing else, please try not to repeat anything that was already mentioned in the last thread.