"Even with in compact spaces, I focused on simple traps, but I combined these traps to create a puzzle. What I really wanted to accomplish is a very focused game that a select group will really like and accept," Wosada answered.
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However, we I feel you do that you make too much of an average and you lose an edge since it’s been sanded down too much to make it for everyone. I know a lot of AAA titles have focus groups, user tests, and they try to integrate as much of that into the game as possible. I play it and when it feels just about right for me that is when a level feels right. I asked Wosada how he tested levels so they were just hard enough, but weren’t so frustrating players would give up.
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There won’t be gratification because you didn’t have to work to beat it." If you beat it the first time through, then it might not be that fun. You’ve learned the traps, you know what to watch out for, you’ve memorized and you’re finally able to beat it. In all seriousness, I think the true satisfaction of the game is when you clear a level on the fourth or fifth try. I can feel my heartbreak when I see people die I can feel their pain. "I really want to see people clear my stages. "By no means do I get any satisfaction or enjoyment by watching people die," Wosada laughed. "Do you enjoy seeing your traps work," I asked. I was playing 1001 Spikes while talking with Wosada and he saw me run right into a trap. Maybe it isn’t necessarily a trend, but games that feel rewarding through persistence a lot of people’s answer to making modern games easier and the feeling of satisfaction isn’t there." "When you play modern games, there are lots of elements that make them feel like a tedious chores to beat certain stages as opposed to this where every time you die it makes sense and every time you clear a stage it feels gratifying. However, a lot of people have told me there are comparisons between those titles and what I have created," Wosada said to Siliconera. "I personally have not played Demon’s Souls or Dark Souls.
![hard games like dark souls hard games like dark souls](https://i.redd.it/sj8wllzz0cg71.jpg)
Siliconera talked to 1001 Spikes creator Samu Wosada about his thoughts on the rise of games that reward persistence and designing tough games. It’s a different experience from other games that hold a player’s hand from the start to the credits. When you take down a boss in Dark Souls or clear a level in Mega Man it feels like perseverance paid off. The short answer is tough games feel gratifying.