this post was submitted on 06 Nov 2025
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The director should have reasons for the difficulty of the game. Celeste is a Perfect example. It's hard but it lets you learn and allows you to try again easily even if what you are doing is hard. Hard games that punish you and make you walk for 20-30 mins just so you can learn a few new moves the boss does can be incredibly frustrating. Many people who play these games eventually look at videos online to help after multiple tries because just "getting there" is extremely time consuming. A lot of games have normalized looking things up and that is disappointing as someone who would rather figure it out on my own. But wasting 30 mins to be killed in 2-3 hits from multiple stage bosses is not enjoyable IMHO.
I love ULTRAKILL for many reasons, but this is one of them. I would never have completed the Prime Sanctums if I had to wait longer than 1 frame to reset to the checkpoint.