I've done a lot of stuff. In the game development world, I'm coming back from a 16 year hiatus. Back in the 90s, I created created the classic shareware space shmup Galacta as well as Helious and Pulse, as well as the PC port of the NES Tom & Jerry game. Even before then, I created dozens of retail game, education and productivity titles in the late 80s while working for Hi Tech Expressions.
Hey great news -- my game Trichrome has been scheduled for release on Desura! Looking forward to getting this in your hands on July 25, 2013!
I started developing Trichrome after putting probably five hundred hours into Dark Souls and I think some of that game's attitude rubbed off. Trichrome is hard. Very hard. But fair! When you screw up, you'll know it. But when you don't screw up, you get a hell of a rush.
It's all about risk/reward. Take a chance and pull it off through skill and a little bit of luck, and the points will come. But if you fail, it'll cost you dearly.
It's a better rush than the sad dopamine clicky-clicky reaction. It's a longer high: you've really accomplished something. Serotonin, man. It's the good stuff.