We just got a really nice review from these guys.
Besides feeling great about an overwhelmingly positive review, I definitely found myself agreeing with the guy’s main critique: Frogatto is way too easy for a grizzled platforming veteran. On the other hand, being easy opens us up to a huge world of people who for whatever reason just won’t (or even physically can’t) play an aggressive “nintendo hard” game. We’ve been thinking about how to solve that, and besides a risk of changing plans later and thus breaking a “promise”, there’s really no reason to keep our cards close to our chest.
We’re most likely to do a series of tiered difficulty levels, like halo has; it’s tried, true, and does exactly what we want – getting an easy and a hard version of the game. You have the exact same levels (which eliminates an unbearable burden of trying to maintain two completely different level-sets, one of which would likely get neglected in testing), but there are major changes to the enemies on the levels. Not just more enemies, but enemies with much more aggressive twists to them. For example, imagine if our ants had the sense to turn around and dart towards you. Imagine if our kitties fired spread shots. Imagine if our flying ants did dive-attacks to intercept you. Little twists like this to the AI to make sections much more aggressive. Another thing would be lifting a few cues from an ancient mac game called dark castle (which recently had a remake you ought to check out, if you’re a mac user). Specifically, they had puzzles, very reminiscent of “myst”, which would expand their possibility space on the most difficult levels. The puzzles had additional twists on “hard” that made them more challenging.