Posted Fri Sep 16, 2011 1:45 AM
I wanted to do a longer post earlier but I had to get to work. I don't think the poll should of been worded the way it was. The first option would be unplayable when it gets to a difficultly level that is beyond a human's ability to play, which wouldn't be way too high up there. I'm not sure how high of a level I have got to because I start to lose count somewhere between level 5 and 7(maybe I'll have my wife count for me sometime) but I have got to the point that it is walls of seaweed all the way up. I would clear most of the screen going up and by the time I get to the top of the screen most of the screen below me is full. It wouldn't take too many levels more before it is unplayable, so the poll is a vote for unplayable and playable. The options should of been arcade style like GroovyBee suggested and some kind of start over.
A few problems I have with the arcade style are that I enjoy the climb up, I enjoy the walls of seaweed, and I wouldn't like my sore hand not to have a break. If it got to a point where the climb is over then that part of the game play is over. The only way I could get it back is to hit reset but I would lose my score. I enjoy the walls of seaweed. I like that it gets ridiculously tough. If the reproduction rate started over then there could be a higher maximum difficultly level because to beat it you would have to only shoot 100 pieces of seaweed but if you were stuck on that difficultly level there would be no way you could survive to roll the score. So, for the game to be playable the maximum difficulty level would have to be lowered. An ability to pause and if the fire button worked the opposite(the Manatee shot automatically and pushing the button stopped firing) would help ,but at extreme difficult it would just take one mistake to take you out. When I get to the walls of seaweed my hands start to get really sore. I'm holding down that button, hit up then over, up then over... until I'm to the top, and then I hit down and over, down and over.... until I'm to the bottom. I get no rest. I have to reposition my thumb to make it less sore and there is nothing I can do to rest my hand because sitting for one second calls up the tentacle. I would rather climb up this extremely high mountain of difficulty and be reward for my climb by being allowed to keep my score, have a few minutes of a slower pace(it doesn't take that long to climb back up), and an opportunity to climb up again without hitting reset. If the extreme difficultly stayed and you could flip back to level one there would be so much more to gain than permanently staying at a lower difficultly level. I wouldn't even really think of it as starting over or going back to level one. I would think of it as being like finishing a very hard wave in Space Invaders and then doing another wave.
The idea I originally suggested to RT was reproduction cycles. The seaweed would go through cycles of reproduction and attacking it increases the rate it goes through a cycle. Once the cycle is over at the final 100 pieces a new cycle starts but with the seaweed that is still on the screen. There would be no disappearing of the seaweed that's left on the screen, an ending scene, and going into another sector. But I kind of like the sector idea. If RT chooses to go that route I would prefer that the seaweed stops reproducing when the maximum pieces of seaweed have grown. That way you would have to shoot every last piece of seaweed before you leave the sector. For plot reasons is doesn't make sense to me to leave the sector with any seaweed still in it because it could all grow back when you're gone and it doesn't make sense that it would just disappear. I can't decide if I like the reproduction cycle or sector idea more ,but I would definitely prefer either over staying at one reproduction rate for the rest of the game. I would prefer the game to have the same brilliant game play that it has from the first reproduction rate to the maximum reproduction rate ,from 2 points to 999,999 points. I would really dislike it staying at the same reproduction rate for most of the way to 999,999 points. I would feel like the fun part of the game ended somewhere before 20,000 points.
For the second part of the poll I would vote none of the above or all of the above because I'm unsure what level it is that feels like it is almost unbeatable. My suggestion would be to save that detail as the very last part before finishing the game. The changes that have been made like the double size health energy indicator and the lowering of the points to get the health canister with a guidance system has made survival easier and therefore higher levels more reachable. When the hidden corroded canisters are added that would make even higher levels reachable. After everything has been done and finely tuned I recommend a version to be released that doesn't have a maximum reproduction rate so people can test it. You have a high score competition, see what is the highest level that has been beat, see the average highest level that has been beat, and then pick somewhere in the middle between the two. Or you could cover all bases by either creating a menu or game variations with the select switch to let the player make these type of choices.