What is the difference between 'good' and 'artificial' difficulty?

Attached: hqdefault (2).jpg (480x360, 31K)

dafuq? there's nothing wrong with that

Attached: what_a_newfag.png (214x236, 117K)

>why do you spam this you brain damaged retard?
then make a thread and don't reply to troll threads made by autists
it's a troll if you didn't notice

What am I looking at?

>it's a troll if you didn't notice

I'm with , so fuck off.

You are a cool dude and i like you.

It's inconsistent that the grounded purple spheres are destroyed by sword swings, whereas the bounce-off technique requires the player intuiting that these CANNOT be destroyed by sword swings.

I figured this one out on my own when I played HK because I autistically swung my sword at anything that didn't look like background geometry but it is actually pretty bad design.

An actual example of dishonest game design. Hollow Knight's "example" of it is immediately evident and only a literal, honest to god brainlet couldn't get it within 2 seconds.

>Game has to tell you something in order for player to try it
This brainlet attitude is why we can't have fun and creative mechanics

"artificial difficulty" is a bad term because everything about a video game is artificial, it's really more about "unfair" difficulty.