English Version:
The Lesser Evil is a 1-bit style survival game where players must evade monster pursuits and use flashlight energy to defeat enemies within a confined space. Its unique feature is the “negative buff card system,” which increases difficulty through forced curse card selections after each level. These cards range from visual interference (e.g., screen inversion/ink/raindrops) and operational restrictions (e.g., disabling directional keys/slippery floors) to core mechanic削弱 (e.g., halving flashlight energy/death penalties). However, the author points out that over half of the visual interference cards, while superficially increasing difficulty, disrupt players’ control over the core “hand-eye coordination” anchor, leading to frustration rather than a sense of challenge. In contrast, adjustments to resource management (flashlight energy drain) and survival pressure (collision volume) create more engaging challenges. This design imbalance highlights an essential principle in game rule design: true challenge should be built on strengthening core mechanics, not by artificially increasing difficulty through interference with the player’s perceptual system. As seen in the success of classic bullet-hell games like Ikaruga, the most brutal challenges require the clearest foundational rules to ensure fairness.
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this game is so simple and so fun. I really like the art style and the gameplay.
English Version: The Lesser Evil is a 1-bit style survival game where players must evade monster pursuits and use flashlight energy to defeat enemies within a confined space. Its unique feature is the “negative buff card system,” which increases difficulty through forced curse card selections after each level. These cards range from visual interference (e.g., screen inversion/ink/raindrops) and operational restrictions (e.g., disabling directional keys/slippery floors) to core mechanic削弱 (e.g., halving flashlight energy/death penalties). However, the author points out that over half of the visual interference cards, while superficially increasing difficulty, disrupt players’ control over the core “hand-eye coordination” anchor, leading to frustration rather than a sense of challenge. In contrast, adjustments to resource management (flashlight energy drain) and survival pressure (collision volume) create more engaging challenges. This design imbalance highlights an essential principle in game rule design: true challenge should be built on strengthening core mechanics, not by artificially increasing difficulty through interference with the player’s perceptual system. As seen in the success of classic bullet-hell games like Ikaruga, the most brutal challenges require the clearest foundational rules to ensure fairness.
I won Really Evil mode, fun game!
wow! Really great!
really fun. good job
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Very damn nice. I love it how colors themselves are a part of the gameplay. Well done!
I made it![]()
i want to speedrun this game
but i dont know if you can speedrun this game
is technically posible?
LOVE IT!!!!!!
This game is AWESOME! I love the graphics and the game mechanics. I am now trying to beat the insane difficulty, but it's so hard! Hard but fair.
it's cool, but too intense for me