Hi, Im trying to do an almost unwinnable game

M.I.A.

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1. No save points- or, even better- a save point that doesn't actually save.

2. Needing to fight through hordes of monsters without an aoe attack

3. Weak enemies constantly inflict blind/paralyze to drag out a battle

4. Monsters with needlessly high health and extremely low attack

5. The only place you can heal is one specific place that you have to walk halfway across the world back to

6. Random high-level monsters that are aggroed into (or simply wander into) a low-level area\

8. Escort quests escorting a really weak NPC

9. Escort quests escorting a really slow NPC

10. Incompetent teammates that randomly decide to heal the enemy

Edit: and this list>> http://forums.rpgmakerweb.com/index.php?/topic/23503-what-are-the-1-mistakes-that-rpg-maker-games-make/
You win.

I would not play this game.. but I sure as hell would watch the frustrated "Let's Play"s on YouTube. HAHA!!
 

arcthemonkey

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I like the idea of instant-kill traps, everywhere, that you can't see coming, so you basically have to memorize every dungeon. Definitely throw in plenty of checkpoints, but I'm thinking a puzzle game like the Lufia series, except in this case you die if you pull the wrong switch or go through the wrong door.

Some stubborn people would actually play that.
 

bgillisp

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@arcthemonkey: Dragon's lair, the RPG?
 

starcrescendo

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There were a lot of ideas already so sorry if this has already been added.

As much as I'm a nice person, I HATE sidequests. In games, when you dredge through monotony in a video game to help people it's usually with the expectation of getting something in return. Having cheeky people who have you do all sorts of work and then just say, "Thank you. I don't have anything to give you but my heartfelt thanks" is super annoying. I love in games when I do a sidequest and then they give me some crappy item and I'll be like "WTF, *****!" and hate on the poor NPC. It's like please, save my daughter, and you fight through tons of rats in a sewer to save that little brat and then bring her all the way back to her mom and she says "Thank you! We don't have much. Just each other. And they give you some useless common item or a tiny sum of gold to the point tthat you would have just left this poor daughter in the sewer because it wasn't worth it to you. lol
 

whitesphere

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If I were to make a very hard game, which I generally REALLY don't like, I would still want it to be fair.  I'd probably very richly reward the player as an incentive to keep going. For example, if normal random encounters had a high chance of doing a total party kill, I'd make sure they dropped thousands of gold.  The player would, of course, need to spend these on very powerful healing and recovery potions, so it would be balanced.  But it would feel like a Monty Haul game which happened to be brutally hard.

"Sure, you get this Sword of Awesomeness which destroys undead.  Too bad the typical undead attack in groups of 8..."

I'd want the player to have a feeling of power even as he's getting flattened.  And most importantly, it needs to feel the player could have reasonably taken different actions and had a different outcome.  So I wouldn't rely heavily on the RNG to make the game more difficult.

However, I think the ultimate player punishing feature is Permadeath.  The player has one save file and, upon Game Over, your game erases it.

Roguelike games thrive on this type of difficulty.

There is a fine line between a player feeling challenged and the player being frustrated.  Cross it at your own peril.
 
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I got an idea for a rage inducing game Single hero with 90% of the enemies having Paralysis inflicting attacks.

I pretty much quit a game because of it having a single hero with enemies being able to paralyze a character for 2-5 turns and the monster in question appears in groups of 2 or more.
 

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