this post was submitted on 11 Jan 2024
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[โ€“] Socsa@sh.itjust.works 12 points 8 months ago (1 children)

The issue is that mechanics for scaling difficulty need to designed into the game from the start, not tacked on at the end of a feature backlog. Making an easy game harder by upping enemy health and damage or nerfing RNGs is lame and often unbalanced. It should be the opposite - the game balance should be designed around the hard mode and than pared back for the easy mode.

Exactly.

For example, shortening delays in boss movements is a fantastic way to distinguish "easy" from "hard." That doesn't feel as cheap as increasing health and damage output, but as you said, it needs to be considered from the start.