pmartin252]I don't think you should make the game too much harder at the start as that can get frustrating, on and if you introduced forward/backward movement it would spoil the basic, said:
Heh, parts of the description remind me of the control of the old Intellivision "Triple Action" Biplanes mode. It might be "too realistic" relative to the rest of the game to work well...but it might be interesting, so while I definately wouldn't want it to make up all of the gameplay, it might be good as a different Game Select level.
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- remove the randomness, so you you have to remember the layout and have a chance to plan ahead of time (maybe with a varying initial random seed whenever you insert the cart)
- position the helicopter even more to the left, to give you some extra time for reaction
- make the helicopter faster, though this will make controling it a bit tougher
- reduce difficulty by spacing the walls a bit more and make them narrower.
- change the ratio between gravity and the helicopter power (currently the gravity factor is 25% larger, so it's a good strategy to fly a little bit higher)
What do you think?
-helicopter to the left is probably good
-re: gravity. I think a symmetrical gravity accel vs thrust accel is nice in this game...it's funny that I didn't notice that one was stronger than the other.
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If you made a version that was flying into the cave, dropping off a bomb, and flying out (the way you came in, right?) that would merit a different set of names, like "Atomic Cave" or "Bomb Drop" or something.














