237
Question for those good in game design: Is that too mean to the player? Should I add an invisible wall to prevent this from happening (that would trigger once you get to the top)? Or do you have a better idea? Idea guy where are you bro I need you ._.
r/IndieDev
7/20/2025
Content Summary
The post discusses whether a game design element is too harsh on players, specifically if an enemy's attack that knocks players off a platform is too punishing. Comments suggest various solutions like adding a small window for players to grab the edge, reducing knockback force, or changing level design to prevent players from falling off.
Opinion Analysis
Analysis of different viewpoints, mainstream opinions, and debates from post and comments in English: Mainstream opinions suggest that the game design needs adjustments to balance difficulty and fairness. Many users propose adding mechanics like edge-grabbing or reducing knockback force. There is a debate on whether the current design is too punishing and frustrating for players, with some arguing it fits the game's style while others find it unfair. Conflicting opinions exist on the necessity of such harsh mechanics in the game.
SAAS TOOLS
SaaS | URL | Category | Features/Notes |
---|---|---|---|
None mentioned | None mentioned | None mentioned | None mentioned |
USER NEEDS
Pain Points:
- Players may find it frustrating to be knocked off the platform and have to climb back up
- The ragdoll effect can be too long and uncontrollable
Problems to Solve:
- How to balance difficulty and fairness in game design
- Ensuring players have a way to avoid or mitigate the knockback effect
Potential Solutions:
- Adding a small window for players to grab the edge and pull themselves up
- Reducing the knockback force or adding friction to the platform
GROWTH FACTORS
Effective Strategies:
- None mentioned
Marketing & Acquisition:
- None mentioned
Monetization & Product:
- None mentioned
User Engagement:
- None mentioned