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In order to complement the already existing (slight) visual variety of the asteroids, gameplay differences in size and speed could help elevate the ring speed becoming irrelevant issue.
A variety in size and therefore health could lead to the necessariy different priorization of targets by the player. Same goes with speed.
Additionally, the 100% random spawning can feel unfair as well as make it either way too easy or way to hard. A smarter spawning pattern to pose more challenges than sheer number could go a long way in extending the initial phase as well as making the game feel more fair. The easy option are static ranges and limitations on the approach vectors of early asteroids as well as a finer increase in difficulty with the above mentioned variety. Harder options include analysing the weaknesses in the players setup (as it is all based on rotation that can be predicted) and increasingly specifically target those.
Monetary reward on destroying asteroids also needs to be adressed, though i think all the gameplay additions should be introduced first, with the reward being the last thing to then be honed in. Perhaps it should be switched over to reward over time anyway.
The text was updated successfully, but these errors were encountered:
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Expand and balance asteroids
Expand and Balance Asteroids
Aug 29, 2021
In order to complement the already existing (slight) visual variety of the asteroids, gameplay differences in size and speed could help elevate the ring speed becoming irrelevant issue.
A variety in size and therefore health could lead to the necessariy different priorization of targets by the player. Same goes with speed.
Additionally, the 100% random spawning can feel unfair as well as make it either way too easy or way to hard. A smarter spawning pattern to pose more challenges than sheer number could go a long way in extending the initial phase as well as making the game feel more fair. The easy option are static ranges and limitations on the approach vectors of early asteroids as well as a finer increase in difficulty with the above mentioned variety. Harder options include analysing the weaknesses in the players setup (as it is all based on rotation that can be predicted) and increasingly specifically target those.
Monetary reward on destroying asteroids also needs to be adressed, though i think all the gameplay additions should be introduced first, with the reward being the last thing to then be honed in. Perhaps it should be switched over to reward over time anyway.
The text was updated successfully, but these errors were encountered: