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I agree with your assessment entirely, and if any of my side of the debate came off as snappish, I do apologize.
It is true that luck and skill both still play a part, and my only issue with AB2 (though I keep playing) is that the ratio seems off-kilter compared to previous AB games. Mind you, all the games are free, so it is hard to complain, but calling out a difference in the way Rovio is presenting their commercial strategy sounds like fair game to me.
Because the skill/luck ratio potentially kills “fun factor” for me. That’s where philosophies can differ, however. For me, a game doesn’t have to be flat-out hard to complete in order to be “fun”. I have played games where difficulty is ALL fun, where difficulty is NO fun, where ease is fun and where ease is no fun. The key to fun is that, even if gameplay is hard, it is a pleasure to keep trying just because the play itself is so damn charming. As an example of such charm, I’ll point to the Seasons level released today, Meteor Shower Day. It wasn’t particularly hard, wasn’t particularly easy, but was fun as all get-out — and I could try it as much as I wanted (even played it a few more times after three-starring because it was so delightful/engaging).
That’s what AB2 is missing for me: charm. Any time new levels come out, I wonder what new element they might bring into play. But in recent releases (and just in my opinion), the “new stuff” hasn’t been that thrilling: teleporter pigs, green stuff, material-changing potion pigs… Nifty on the surface, but in the end it just adds more randomness. Take the potion pig, for example. Maybe I am dense (probably am), but can you tell what material popping him is going to change blocks into? I just ended up avoiding him until the end, the same strategy I started using in some (now defunct) Stella levels. In any case, the addition of that pig might feel fresh and even add some to level of difficulty, but I fail to see how it makes the game more fun.
Thanks,
sutekh137