

If you miss a powerup because you weren't skilled enough to take out a target while jumping, you don't deserve the powerup. If you rushed the enemy and got gunned down, then you deserve to get gunned down. When a game causes you to lose, a good game will indirectly let you know what you did wrong. Level design or puzzle too basic? Instantly drop in about a dozen things that can damage the player. Minibosses not challenging enough? Give them tiny weak points.

Bosses too easy? Just give them more health. Player moving too slow for the enemy trigger traps? Just put in a collectable that both offers items (if any) unknown to the player at time of rescue and make it lost forever if the player can't get to it in time. Platforming not tight enough? Just throw in some enemies that don't have the same movement restrictions. Platforming not tight enough? Just throw in some enemies that don't have the same movement Level too easy? Just throw more enemies in it. Level too easy? Just throw more enemies in it.
