![]() ![]() Once that is determined, the game would generate the level in consequence of that. The first procedure the game would do is what is the maximum energy the player can have since the beginning of the the series of procedurely created levels, and then make a level according to its difficulty meaning that an easy level would require probably 60% of a player's maximum possible energy, while an average one would be 80% a hard 100% and very hard 120%. Unlike Megalomania where you had to choose how many people you bring into the level and that's it, you always have access to all of your energy, it is just that you can get access to it once you have produced a fruit (it will unlock the ability to produce seeds in that level). Some levels (the easy ones) would allow you to accumulate energy while the tougher ones can only be done with an energy deficit (meaning you would need to tap your reserve). Like the excellent Amiga game of the early 1990s Megalomania, you would bring your primary resource (your energy) to the next level. Create a procedurely made infinite puzzle mode where you would carry out the energy that you were left with in the previous level to the next. Here is a suggestion to increase the duration and replayability of the game : One or two Icons on each plant card that indicates the best place to put the plant (on a vertical or horizontal surface, anywhere in the light, in the shade, etc.). the ability to rotate an object on the Y axis too or at he very least flip the item upside down. The ability to move the camera top view. Too often have I placed an unwanted object when moving the sreen. Since we are often moving the screen up and down changing the location of the objects bank to the either left or right of the screen would be more efficient. Here is what would require some attention to improve the current game : Iti is a really nice casual puzzle game, but it can be better and bigger.
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