AVOIDAL – Difficulty Curve!

Posted by
August 22nd, 2010 11:21 am

Fifth version of AVOIDAL

You can play the fifth build of AVOIDAL here.

If anyone has a minute or two I’d love any comments on the difficulty ramp over the levels.

New features this build includes:

  • All game parameters are tuned and tweaked every 5 mines collected to keep increasing the difficulty
  • All mines, seekers, and spikes have their own warp in transitions for cool visual effect and to let the player know safely where they are going to appear and activate
  • Introduced a CHAIN counter for big points. As long as you don’t take damage or let any mines expire and explode on their own you increase your chain counter for every mine you destroy with an enemy

Time to get cracking on sound effects and music at this point and then keep playing and tuning the hell out of it to make sure it is as fun as possible.

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2 Responses to “AVOIDAL – Difficulty Curve!”

  1. Almost says:

    Spikes still tend to be useless, which is annoying. After I realized that I have no time limit and reds will not automatically chase me I began to do much better. I would say more stars, otherwise I spend too long running away from lame reds with no objective other than to wait.

    • HybridMind says:

      hmmm.. well the spikes are there for two reasons.. one of which doesn’t become immediately apparent till the higher difficulty levels. The FOV and activation distance slowly increase for the spikes so that they will soon be launching more and infringing on the player and causing more and more avoidance to the player as the levels progress if that makes sense. The other reason is they provide a strategic higher point bonus because they are worth a base of 2500 points when you can use one to take out a mine. The seekers are just worth 1000.

      Most of the dirty work is done with the seekers (while avoiding spikes) and then occasionally using them to snipe a mine at a high chain multiplier.

      While there isn’t a time limit per se I was relying on the hope that the player would be bored to just sit and let the mines warp in and explode. If the player destroys mines the game changes difficulty and mechanics for every 5 mines destroyed.

      Perhaps I need to find a way to make the above clearer to the player?

      I was debating putting in a difficulty multiplier to score so that as each level goes by you earn bigger and bigger bonus (even if you lost your chain) so that it is motivational to be on the later levels where the action really starts heating up.

      Well thanks for the thoughts.. I am working on some more graphics right now but then I need to do another balance and mechanics pass on it.

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