All games want to be beaten, even the hardest ones. All games are made with the idea that a player will eventually see its end. If not, the game would just be a single level. The danger of this desire is that a game that wants too badly to be beaten can become too easy. Without challenge (and a good story, but that’s besides the point of this post), there’s only boredom, but luck can make a lack of challenge exciting. Luck may be looked down upon in most mechanics-driven games, but it’s an important factor in creating tension. The tricky thing about luck is that it is, by its very definition, inconsistent, which makes it all the more impressive that Badland, an iOS puzzler, can evoke the feeling with easy regularity.
Badland is not a hard game, it clearly wants you to progress through it at a steady and relaxed pace. There are hard parts, sure. The puzzles get more inventive and tricky as you get further into it, but for most of the early levels, it’s the kind of game that you know that you will be able to reliably finish a couple levels during a short bus ride. It’s a game that wants to be played, and it wants to be beaten. However, it doesn’t want the player to get complacent. It wants to be simple and thrilling at the same time.