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Balance game atari
Balance game atari








Prevent cases where the player can get trapped/insta-killed a bit too easily:ĭecrease the width of the player's hitbox - the chopper's rotors make it a bit of a wide target.Increase the width of the bomb's hitbox to allow easier destruction of ground targets. Have the simultaneous shot maximum be independent from the simultaneous bomb maximum (right now it's 2 shots, 1 of which can be a bomb) There's a ton of onscreen bomb targets, and it'd be mighty satisfying to be able to destroy more of them. Widen the shot sprite to make it easier to hit air targets.Īllow at least 2 simultaneous bombs onscreen, or if that's not possible, increase the speed of the bombs, a la "Flak". Make it easier to actually hit targets:.Here are some ideas I have (not an exhaustive list) based on (repeatedly getting blown up in) my Joy2B-testing playthroughs:

balance game atari

(I say this as someone who actually prefers harder games, but we ideally want the "you-were-fairly-warned" kind of ideas did you have for tweaking the game? I personally feel that the right gameplay foundations are in place (it's still the most ambitious Xevious-inspired shooter I've ever seen on the Atari 8-bit, including the actual Atari Xevious prototype) it just needs some tweaks to prevent cheap player deaths. I do have some ideas but may not be so easy to implement?" Quote from the aforementioned thread: " Overall the game is probably too tough and needs some hacking to make it more playable/fun for the general player. I (and others) were discussing Hawkquest's game balance in the Joy2B thread, and we generally agree that even with separate fire/bomb buttons, the game might be in need of some game balance tweaks to make the game a little easier.










Balance game atari