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It just comes down to sportsmanship, really. The game as-is wouldn't work well at a competitive/professional level because of this, but in a casual environment where fun or showing off is a bigger goal than winning, it's usually fine.
From what I've seen, most players who are in the lead maintain the mindset of keeping the level challenging-but-possible. I have over 100 hours and I don't think I've ever seen someone who had a lead deliberately make the level impossible or too easy. When people do it, they're usually losing/frustrated/trolling, not going for the win.
With no ranking system, there's not much incentive to do it. Winning by round limit is much less satisfying than reaching the score threshold, impossible rounds are straight-up boring, and it's a good way to make everyone else leave the game so you have to wait longer for your next "win".
People need to draw a distinction - what is impossible for you (this is slightly off topic) is not necessarily so for someone else. The entire goal of the game is to toe that line. Maybe even cross it. This game is all about one ups manship, particularly in setting a difficulty curve.
And besides which, people might need to take it a little less seriously and laugh more. My best times in this game have always been when my friend and I make the course just shy of literal impossibility (literal impossibility being actually somewhat difficult to achieve itself usually) and laughing at our tryhard deaths... or placing coins in impossible (or seemingly so) locations for a dare.
Having a full grasp on what movement and jumps and traps that are actually impossible but look doable really helps with this tactical method.
I think that in a competitive setting, a round limit doesn't make sense for exactly the reason you're describing. In that kind of setting, the ONLY way to win is to make it possible (at least for you), otherwise the round simply never ends. We find that this is best when people playing at a similar skill level and playing competitively, though usually we see this locally more than online.
Think of the round limit as a necessary evil given that you're often playing with random people, and of course we give you the option to turn it off. We had considered making it impossible to block off the level, but that would involve a pathfinding algorithm that not only makes sure there's a path from start to finish, but also would need to determine if hazards make traversal impossible, etc. Basically a huge can of worms that we decided to leave closed.
Just some thoughts from one of the devs!
I tend to bail on public games that have higher than a 10-15 round limit and even on private matches made with friends if one level we're building takes more than 20 minutes and we're not actively building a challenge to be overcome or working on the timings of advanaced movement I'm probably not having any fun whatsoever.
A good public matchup of anywhere from 2-4 players should be resolveable (have a winner declared) in under 10 minutes so that more matches can continue to be played. The longer an individual map continues to be played with the same points having been earned the less overall entertainment that matchup will provide.
This is the reason why I have such an appreciate for a point limit to win being smaller than 10-15 as well. At 5 points to win a game can take anywhere from 3-6 minutes to have a winner declared or even as short as 5 rounds if the skill gap is large enough between the players.
Where once the point limit is at 10 or above often times, unless there's a gentlemans agreement between the participants of the match to not block exits (also depending upon player understanding/experience in the game to have the capacity to understand that certian block placements make progress from start to finish fully impossible- Yes a lot of people you play public games with will not know that you cannot duck jump and get through single tall gaps, inexperienced players want to see what is possible for a more experienced player by building ANYTHING at all- usually involving ferriswheel platforms or verticle saw platforms- among other blocks that are very often misused and uncalculatedly placed, etc), matches can wind up taking hours at that point (Unless bombs are not disabled).
Though to be honest at the point where levels become fully impossible to beat for the point leader (in my public play experience) when it's me with a commanding lead and the other participants are in my dust I tend to be kicked simply because the match has no chance to end due to the other players making the level impossible for me to beat via aggressively poor placement of blocks. And it's typically not just myself who cannot even complete the level, it's all of the other participants too because if I can beat a level doesnt mean that they even stand a chance.
Being kicked from a match because the other players cannot win is the only unsportsman-like thing I've experienced in this game.
That just adds to the hilarity, I don't take this game super seriously. Plus it's easy to counter
Absolutely hilarious.
People do underestimate the bomb items.