Hard and fun are completely different things, I agree. I spent about 3 months on the basic algorithm, making sure the levels generated were feasible and interesting. The remaining 3 years have been spent making the game fun. The real trick is tailoring the difficulty to suit the level of the player. When you nail this correctly it leads to a very satisfying experience (and the algorithm does have a sense of 'flow' when it designs level, although I can understand that's hard to believe without playing the game)
Hard and fun are completely different things, I agree. I spent about 3 months on the basic algorithm, making sure the levels generated were feasible and interesting. The remaining 3 years have been spent making the game fun. The real trick is tailoring the difficulty to suit the level of the player. When you nail this correctly it leads to a very satisfying experience (and the algorithm does have a sense of 'flow' when it designs level, although I can understand that's hard to believe without playing the game)