by NyansIsAPyro » March 8th, 2012, 8:24 am
Yeah, Doram makes a good point. It's also a way to encourage players to challenge themselves, and it's used in a lot of big budget games. You play the actual game, but there's challenging side content (i.e. Batman: Arkham Asylum with its challenge modes, Super Mario Galaxy 2 with its 'second' run with Luigi searching for green stars).
It's actually something I might take into consideration.
But on the topic itself. I've played a lot of impossible levels, and they're impossible for a multitude of reasons. The most prevalent one is level design (most of which are downright sadistic), the there are other reasons, such as enemy placement, specific jumps and "boss fight" levels. There's also the issue of lag.
I try to keep my levels as lag free and as simple as possible, but with enough challenge to keep the player busy and wanting to keep going. 'Cause if something's too easy, people dislike it because there's no challenge. And if something's too hard, people dislike it because it's too hard.
It's often difficult to find a middle ground.
I roll my own.