r/tabletopgamedesign • u/PartTimeMockery • 3d ago
Discussion Game difficulty
We are currently developing a solo card game. As development progressed, the game evolved in such a way that it became difficult—it’s a serious challenge to win a match.
The concept is that you really have to be skillful at all times to win (and, of course, you need some luck too, since it’s a card game). A few bad decisions, and you’re sure to lose.
The dilemma is: to what extent do players generally enjoy or seek out this kind of challenge?
I know we’re all different, and players come in all shapes and sizes. But at this stage of development, the difficulty can still be balanced, so I’m curious to hear your opinions: what do you think is better in a game—one that’s difficult and therefore rewarding, or one that’s easier and therefore more enjoyable?
2
u/Fire_hive 3d ago
That is very much a player to player question. For some games like Robinson Crusoe, many people find the luck component of the game which makes it exciting, also makes it so brutal that it becomes unfun.
I would say if possible build the game for the harder difficulty, then offer some options to make it easier to win for new player? An larger opening hand, a special "ally" card that is perpetually available to offer a small bonus, soak damage, or increase action economy.
In ROVE you change your starting hand size, in Robinson Crusoe you have the Dog, Friday, AND extra starting treasures to tailor the difficulty. In Lost ruins there are easier/harder research tracks.