I am actually wondering why this is YMMV. As far as I have played, these kinds of levels are very intentionally done on the part of the developer, instead of just being an audience reaction. You know, the kind that usually come after a very intense section of the game to give the player a little rest so that gameplay fatigue does not set in. It allows them to have those nice ups and downs in difficulty so that from the player's perspective the intensity is constantly ramping up, with brief lulls to prevent it from overwhelming them.
I also just noticed that Breather Episode is not YMMV, even though this one is. Doesn't seem right considering it's the same concept, just applied to a different medium.
I am also confused about this. I would have thought that a level that is devoid of enemies and just consists of traversing a stage and/or solving problems (in a game that is not solely oriented on puzzle-solving) would be a bonafide example.
I'm failing to see what is YMMV about this.
Is it worth mentioning in the description that according to some shmup designers, the ideal difficulty curve isn't straight up but more resembles the standard graph of good pacing?
Breather Boss is YMMV, why isn't this?
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