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(+1)

Thank you very much, Impy! ๐Ÿ˜

Y'know, I'm not sure I ever considered the cumulative points thing... ๐Ÿค” somehow ๐Ÿคจ There's definitely a downside to the way the game is currently set up, where the act of clearing one full tier of unlocks is - relatively - quite the commitment - the core gameplay is kind of, sort of inspired by the barrel-breaking minigame from Street Fighter II after all, so retooling the progression with more of a coffee-break game vibe makes sense ๐Ÿค”

Oh, costumes unlock when a given difficulty is cleared. That is, all images unlocked, which requires smashing 199 objects in a single run (it does look like a lot when I read it back... ๐Ÿ˜…). There's a unique costume per difficulty - three difficulty settings, three costumes - plus one extra for clearing all three difficulties - clearing the theme in a sense.

(I'm thinking the FNAF and furry communities might appreciate Morag's fourth Easter outfit... ๐Ÿ‘€)

(2 edits) (+1)

If costumes are tied to full galleries, it's probably worth considering switching the acquisition method to something that the average player can be expected to reach. You've already got the extra costumes for highly committed players that want to clear every difficulty, but just getting one costume should be something that anyone can accomplish. If you're thinking of switching to cumulative points, you could just put all of the rewards on the same track and have the difficulties give you different score multipliers, which would allow players to get things at their own pace. The current system incentivizes trying every difficulty regardless of personal skill, which can make the hard rewards unreachable for low skill players, while the skilled players must face a slow grind to get the easy rewards. I think that your idea of making this into more of a coffee-break game is a worthy pursuit. Let players go as hard or as slow as they want, with something to show for their efforts.