Making Your Games Harder Doesn’t Mean You’re Making Your Games Harder – That One Show
January 20th, 2012 Posted in 3DS, General Nintendo, Posted by Austin, VideosNew video. I’ve got an interview with Jools Watsham going up tomorrow for Renegade Kid’s new game Maximillion and the Rise of the Mutant Mudds, and then hopefully I’ll have beaten the game by Saturday so I can get a review up then! Thanks folks. Feel free to start a discussion about what I’m talking about in the comments!
~Austin
- Updates tomorrow, Renegade Kid interview questions, new categories Published on: May 5, 2010
- Maximillian and the Rise of the Mutant Mudds not heading to DSiWare Published on: January 12, 2011
- Renegade Kid making second eShop title, Dementium III unlikely for 3DS, Moon 2 for Wii U “would be sweet”, more Published on: December 21, 2011
- Game nights – Final update! Published on: April 15, 2010
- Renegade Kid has plans for DSiWare, new game info at E3 Published on: April 20, 2009

One Response to “Making Your Games Harder Doesn’t Mean You’re Making Your Games Harder – That One Show”
By Extreme-Brah on Jan 20, 2012
Why shouldn’t creative levels be there at the get go; and why should I have to be the game to get harder levels? If it’s not Zelda,Donkey Kong or Metroid then you don’t need to think about anything if the game is just going to hold your hand from beginning to end. Now with call of Duty I agree. making things harder to take down does not make a game harder, but making something too easy to kill doesn’t make it much better either. Every developer needs to craft a better over all levels in game,even “Nintendo” Games should be fun hands down,but not giving me a challenge later on in game is not fun. Can’t forget this, if I die the game takes me to the end so I can feel like I really did something. My mom loved Super Mario 3D Land just for that feature alone.