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MR2: On Focus Testing and Game Difficulty

Posted by revolverroach - May 20th, 2012


Jeez, over three months since my last post. Project Nexus came out; Played up 'til the MAG Agent in the final stage then got my ass handed to me. Great stuff! Diablo 3 also came out. Abstaining from that 'til I'm done with MR2. On that note, back to topic.

Last time I posted I was doing some closed-group testing. The fine folks that participated caught a ton of bugs, most of which have been fixed. They also gave me a lot of feedback on a topic that I wrestle with constantly: Game Difficulty.

Anybody who's reading this has probably played MR1. A lot of the complaints I got for that game was from people getting stuck. "Exploding clowns keep killing me" or "Can't kill the monocle guys (Saucy!)" or "Can't find Keycard 2" and so on. People were getting stuck, not because the game was particularly hard, but because they were missing a clue. To survive the clowns you have to figure out their blast range. To beat the Saucys you have to notice that they say "OW" when hit by the same type of weapon they're holding. And my favorite, the area with Keycard 2 can be found if you look at the background and realize that there's a breakable wall.

Those things were deliberate. They were put there to challenge the player. Challenge makes the game interesting, whether its combat or exploration. As a designer, I want the player to struggle, yes. But I also want the player to succeed. I want the player to feel the satisfaction that comes from beating an enemy that seems over powered. That is the point of Game Difficulty.

But there are limits to what the average player can handle. My testers tell me that I am making the game too hard. From my perspective, every situation I present them with is winnable. Do I stick to my guns and leave it, knowing that it may turn a player off to the game? Do I compromise my design and make it easier?

It's a struggle for sure, but a struggle worth having.

Right now I'm building a version for public testing. As many of you know, I can only work on this on weekends so I expect that the test version won't be out for about 2 or 3 weeks. But for those who are still waiting, thank you for your patience and support.

-RevolverRoach

IMAGE: A combat scenario that most of my testers failed to beat and my notes on how to make it easier. And yes, I do most of my planning on paper. I've got math notebooks full of these things.

MR2: On Focus Testing and Game Difficulty


Comments

Lookin' forward to it, and you don't fail to impress. On that note, time will never be an issue; it arrives when it does :)

Challenge is what i like in a game just maybe add a difficulty option that lowers the AI Health And Damage of the enemies, for the people having a hard time beating it, and make sure it's changeable in game and does not make you start a new game all over again to play a lower difficulty.

I say stick to your guns. I'd say a more than a few people also found the first game either manageable or easy. Especially thsoe who are more into it. I myself had to use handicaps and the like to make it actually challenging again. I'd much rather your original difficulty level was preserved. The first game was pleasingly challenging the first time round and i cant think of another flash game fo this type i've returned to again and again. Thats quite a feat for a pretty long game. If all else fails you could add an alternate difficulty with a few tweaks. The only issue the first game had witth difficulty was that it's all theory. If you know your shit, your invincible. Maybe this is a standard thing in strategy games, i dont know. Either way it's a rewarding learning curve getting the knowledge you require to win. Toggleable handicaps, Increasing enemy HP by factors and removing some supporting items are all good ways to give the hardcore or the new game plus player a few nasty surprises. Love your work, very eager to see the sequel!

If the game is as hard as the first one (generically the same kinds of puzzles), then leave it. I beat the game without even having trouble with the stuff that other guys were complaining about.

The first time i played your game i died a few times, sure, but thats what makes it interesting. Games today are generally too easy or the games tend to hand bad players 1UPs to make them not feel ban about being stupid. Ive checked this page every other day since i beat mr1 for the untenth time and everytime i cross my fingers for a big sign with "MADNESS RETALIATION 2 COMPLETED!" I as a hardcore fan, leave it hard. If you, the game developer can play thru the game YOURSELF and beat it, then im good. Ever played demons souls? Im ok with a few deaths. If i play MR2 thru and have an easy playthru ill be way more dissapointed then if i die 20 times from one match.

Definitely stick to your guns, partner. The first game appealed to me through its crazily intelligent design, and it was challenging... somewhat. You seem to be a man of vision, and I know you are capable of quite a lot. I have faith that if you stay true to yourself and make the game as you see fit, it'll be great.

Just... hurry up and make it. :D

kkk listen... are u adding OBSV agent and have some objects that can change ur blood color like ATP mask or obsv eyepeice i bet the regular (on a diff. site thats why i have no medal :P) maybe a choice of blood color or i dunno how bout a mag choice (regular, big like mag hank, super like mag agents) make ALL enemies (mag agent: tourture, mag agent: V2, mag agent: V3, mag agent: V4, mag hank, alot of other stuff :l) like a choice of hands for mag hanks arm and glove add gernades as another thing to get like flashbang and smoke gernade maybe a bazooka and auiditor stuff and flame gernade maybe minigun and the ability to jump (plus its not called terminator its called L337) and some L33T (the whole red shades) and a G03LM Mk1 and Mk2. sorry for all the crap i said i just want MR2 to be a great game,

Wait, there's COVER in this game, too? Wow, this is gonna be even better than I thought!

Could you make it the same difficulty because I liked the difficulty where if you know what to do and what to equip and how to play the game is super easy and if you don't you're screwed. The first time I played I would die like every other battle five times but after about the 10th time (yeah, I'm that addicted) I haven't died once. Keep the same difficulty or maybe a little harder.

Could you make it the same difficulty because I liked the difficulty where if you know what to do and what to equip and how to play the game is super easy and if you don't you're screwed. The first time I played I would die like every other battle five times but after about the 10th time (yeah, I'm that addicted) I haven't died once. Keep the same difficulty or maybe a little harder.

I say keep it hard!!! I loved the challenge in MR1

Here's the bit. Those people who complained won't be coming back. They wimped out. But the people who stuck it out and endured and learned that there is indeed such a thing as a guide (I had to use the guide for the Auditor tower maze) and got that hint.... they're the ones anticipating Madness Retaliation 2. So keep it hard as hell and we'll be happy to outsmart, outgun, and outmaneuver the AI's you send our way. Good job on the first one, can't wait for the next one.

actually, you could add a dificulty seting to solve this (sure, it may add a hell lot of scriptin and stuf, im not a deveover so idk bout that stuff) and i found MR1 to be a bit easy, i cleared it the first time on about 10 hours, so its not really hard, jou just have to find clues, like you said, so a dificulty setting and maybe some paper notes on lockers may help with this

sorry for doubleposting but if something, im 101% agreed on what VariaveResponse said, there is no good game without a good chalenge

I loved the challenges of MR1. Figuring out how to kill my foes, and finding all the secret areas, like where you get the jebus kit, that's all part of the fun for me. I play MR for the challenge, so I'd hope for an even more challenging game in MR2

How about, if you had difficulty option like for example easy,medium,hard, and you can only change something like damage rate or what else may be effective for the win.

Hrm... I never really had issues finding anything. Though some of the stuff I found was entirely by accident.

Overall, my only issue was dealing with Tricky the Psychotic Zombie Clown from Hell (T.P.Z.C.H.),
his consistent zombie spawns usually killed the team long before he did.

But, manage to kill him on a fairly regular basis now.

Exploding Clowns killing my men? Please, I actually use a gun they way it's suppose to be used, from far away.
How'd I beat Saucy? Just keep attacking him with everyone character, one of them was bound to hurt him
Key card 2? Messed around with the Night Vision.
They could've solved it, if they just didn't go there sending their men to their doom with knifes and other weapons. Do they how YOU their it will be best made. Make it the difficulty YOU think it should be, after all, this isn't our game is it?

I'm not going to say move away from your guns, but consider: is there One True Way to complete a scenario? One of the things I enjoy with MR1 is how many different ways I can kill everybody. Maybe your testers don't play the game in the same way you do?

Without seeing actual combat stats I can't judge how I'd handle the example scenario, but considering the Rifle weapons in MR1 dealt solid damage and moving far enough to get to the sniper would leave you open for AT LEAST one turn, I can understand why they thought it was difficult. They might have been able to Smoke Screen or Flash Bang to buy an extra turn, or even focused fire on the near stuff while hiding behind (what I assume to be) pillars.

I think the difficulty is the most important factor in making games. I agree with all the guys that posted earlier, but maybe the difficulty was unbearable?

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