ITT we discuss how to collaboratively design our games.
Name:
Anonymous2018-08-08 12:19
There are two ways of adding difficulty: A. Invisible trap located in random location in a Room. B. Invisible trap located in random location in a Room, but it adds small holes in the floor where the trap is located. Players can't adapt to A, but with B the player will eventually learn to stay away from holes in the floor = avoiding the trap. A is unfair game design because it denies the player opportunity to adjust to gameworld. Designers that add type A content that can't be adjusted to are adding "opaque difficulty".
Adding a invisible time-switch that does bad thing X to player when he reaches specific time(or enters a room) is type A design.