I sincerely considered having no scoring mechanism and no accuracy percentage at the end because accuracy in the arcade segment really isn’t the point – it’s primarily a means to occupy attention. Ultimately I figured that would garner more complaints by people who expect games to have an opinion at how well they did at activities core to their concept, so I implemented it. FWIW, I think being so hypnotized that you wind up missing targets actually represents playing the game better than getting them all, but I couldn’t figure out any effective way to communicate this.
(And it was fun to implement silly text acknowledging the difficult achievement for getting 0% or near-0% accuracy, because avoiding 100% of the center-row targets is damn near impossible! I strictly limited word length in the center row to 5 or less to make it theoretically acheivable)
Oh, and an auditory breathing cue was kinda part of my plans but I never got a sound I was even remotely satisfied with and gave up on it. Okay, “gave up on” isn’t quite right, “literally forgot about” might be more accurate. But now Pico-8 updated and lets me do arbitrary waveforms for sound effects so maybe I can get something I like. It was hard enough to make the splashing stop sounding like gunshots, although it started out as a variation off an “enemy spaceship exploding” sound effect so I should not be surprised that “too explodey” was a problem I had with it