this post was submitted on 10 Apr 2025
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That describes the start, a bit hyperbolic but accurate.
The whole experience is more like "the zombies are always hard to kill, but you can get good at killing them" vs "the zombies are hard to kill, then you get gear or whatever, then the zombies are easy to kill".
Which one is "The zombies scale as your character does, so the longer you play the harder they are to kill"?
Numbers
I wanted to make it more clear for those not too familiar with gaming
We used to call them twitch games IIRC.
Like you need good reactions. But I guess dancing & rhythm games fall under that too.
The other would have been "RPG" or RPG Elements, which meant your helicopter could "upgrade" its weapons, hull, manuverability etc. for xp/gold/cash/...
Not all hard games (or ones that can be hard based on settings) are about twitch reflexes though, sometimes slower strategic processes are involved and how rapidly you can click doesn't really matter so much as how much you can plan ahead.
Yeah, I didn't like how they claimed they're all twitch games either.
Timing is usually a factor, but it's not like they're all fast paced. In my opinion shit like Dark Souls is pretty slow paced a lot of the time.
I was thinking something like Factorio or Rimworld that can be a very slow paced difficulty without using bullet sponges.
Defeat could be the result of hours of just barely clinging on and finally collapse. Rimworld lets you reload or change difficulty, Factorio usually you get a decent enough idea fairly early on as to how hard it will be and if you are going to struggle then that is clear within the first 20 minutes or so of a game. Generally neither game lets you get 12 hours in easily and then you are stuck at an impossible wall outside of big mods or some very custom settings.
Well of course. Chess comes to mind :-)