what I have found with games is with some of the more challenging ones you need the capacity to contrate.
For me superliam is  quite hard.
I never seem to have enough brain power to keep concentrated for the entire game. Most of the time I barely make it past level 4 or if I am lucky 7 level2 but almost never to the boss. After tying to get there I get discouraged and leave the game alone for a while.
And when I finally come back it happens again.
Ofcause real life has distracted me a lot these days and shows no sign of abating which is why I haven't gone after getting codes for games from liam lately.

At 04:36 a.m. 16/05/2014, you wrote:
This is an interesting discussion. I can see that you need to have a balance between popularity and individual preference as both Cara and Dark indicate, and that the game needs to be simple to play, but have depth and complexity to make it a good game.

But there another component that I have been looking for and admittedly have not found, and that is an engaging game mechanism. The way in which you play the game has to suck you in and keep you coming back for more. It can't be too simple nor too frustrating. The really fun games increase in difficulty slowly as you progress through the game until you are scrambling to complete a level and are really invested in doing so. Part of the lack of different kinds of games is that it is difficult to find a new mechanism, so many developers fall back on the ones that have worked in the past - thus the sequel games of any game that made a name for itself.

Another problem with the story type games is that there is not a good tool for building your interactive story that leads you to different scenes depending on the choices you make. It is hard to do the connections and dependencies by hand in an intricate story with lots of alternatives at each decision point.

Oh well, that's why we are interested in doing this - it is a challenge.

Eleanor Robinson
7-128 Software

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