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pragmapack:
Thanks for letting me know, that's awesome! As I mentioned, we just submitted an update that, among other things, puts the vibration in its own separate option. It should be out later this week or early next. steelsauce: I agree, the graphics are pretty minimal. We're looking into a couple ways to spice them up - when you hit the target, something more exciting will happen, or when you crash, etc. As for retaining the path, I like that idea; we'll look into it. I think one of the problems right now is that if you get stuck, you can't move on. We're going to rework so that you can access, say, any of the levels in a particular difficulty group at a time, and perhaps you only need 8/10 done to move on to the next box. Something along those lines. As for timing, it's the game element that does in fact trouble me the most, but it makes a lot of cool trajectories possible. Also, the way I think about it is that it forces you to pick an anchor "time" to launch at, so that you can remove the timing as a variable at least to some extent. Last thing: we introduce Faraday cages on level 33, so hopefully you'll stick with it until you get there :-) Thanks for your feedback! |
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