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So, I'm sure the big question that you just can't get out of your head is: "How much did the last update affect/improve Ballhalla's balance?". Do not despair! The game tracks the average amount of respawns players need to finish each trial. Note that it's only tracking the first time players finish a trial and not their best run, as I wanted to compare the initial difficulty of each trial.
Here we go:
The difficulty curve is now much smoother than before and has less spikes. Especially 1-2, 3-3 and 4-5 had way more respawns than other trials in their chapter and therefore saw the biggest change. 3-3 (teleporters suck) is still a bit high (as it's the only trial that focuses more on precision than rhythm) and 4-3 (time travel) is surprisingly low (maybe I should change that :>), but besides that I'm happy with the results.
As far as I can tell, you're having more fun with the game now (and this was the whole point of it): all of the over 40 Steam reviews since the update were positive and some of the negative ones even have been changed to positive!
Just for fun, here are the stats from the beta test a year ago (though keep in mind this data is only from about 100 players and not several thousands like in the stats above):
(The high amount of respawns in 2-2 actually came from players trying to bruteforce the hidden pathways because they didn't understand the hints.)
Surprise - I've decided to split the big 2017 update in two parts, so you guys don't have to wait as long! The first (smaller) part is out now and contains a major balance pass.
I went through all 28 trials + the scavenger hunt secrets and updated them based on feedback I got from you. Notable changes include (MINOR SPOILER WARNING):
“This is a gem with the neglected rolling ball games.”
8/10 – 4Players
“An inventive and joyus ride. Or should I say... roll?”
9/10 – BitCultures
“I never had so many laughs and good fun throughout my time playing this type of game as I did with Road To Ballhalla.”
9/10 – HardKnockGamers
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