Hamsterball... an unfathomable nightmare of difficulty!
I was THIS close to actually buying Hamsterball. I love the music. I love the graphics. I love the quality of design and depth of variety...
BUT I... JUST... CAN'T!
I watched someone on YouTube, who somehow added THOUSANDS of seconds to the clock, so time was never an issue... and some of the later levels he literally died DOZENS of times, trying to get past a certain part of the course. Had he had the normal amount of time, there is NO WAY he could have completed the game. Not a chance. On the demo level, I can't get past the 4th or 5th level, before the clock runs out. But knowing what I know now... no...
Hamsterball has taken Marble Madness to a point of similar, but different... and cranked up the graphics and the cuteness factor (a hamster instead of just a marble), but the game has also be made to become nearly impossible to complete (and most definitely impossible to complete, without unlimited time)!
There is a fine line between "difficult" and "impossible". And when a game becomes so difficult it IS impossible, you end up with players who rant and rave about having paid good money for a game they can't finish. I almost was one of them. Thankfully, I did my due diligence before commiting to the purchase. I want to own this game, but knowing what I know now, there is no way I could justify paying that amount for endless frustration!
Now, there IS a way you could have those levels exist and NOT be "player enraging". Make them available as a "untimed" (no time limit) but "timed" (how long it takes) tournament competition. Where networked players compete to see who can get to the goal first. As long as the levels ARE completable, someone will figure it out. That would be fine! I'd even jump on board! Doubt I'd ever win, but... :-D
But for one player, timed, games... the levels need to be more reasonable. They need to actually BE completable within a given time limit. The game should be winnable. And the ending needs to be really satisfying.
I'm having a game idea developed (currently in beta) for iOS that uses all my own music and it's a very simple 2D overhead game (inspired by William's Bubbles), that I am making sure is beatable, but difficult. And I'm planning on adding in incentives to encourage people to play to the end. And I am making sure the ending makes you feel real good about having fought all that way. Real satisfaction factor. That's important.
Man, I'll say this... that Eschuresque level in Hamsterball, where everything is not as it seems (it practically gave me vertigos watching!) really must have taken some design work! You gotta be able to see things in a totally different way than normal 3D! Wild!
Comments
So bottom line, yes, Hamsterball is hard, no it's not for everyone, but I'd say it's definitely worth it. Also, John said that he might 'freeify' Hamsterball (or at least drop the price) when Hamsterball 2 came out. So at least there's that.