Originally Posted by
Imzogelmo
How can one judge how hard is too hard?
And let me step back and say this "taking enemies out of the equation," as enemies are often artificially pumped up as a crutch (which I do not intend to do).
At what point is a puzzle "too hard"?
What if, at some advanced point in a quest, you are in a room, where you must bomb to get out, but for some reason the player ran out of bombs? Is that bad design?
I mean, at some point, isn't is just *expected* that you have stuff on hand that is needed?