Score Modifier Collectable Implement Reason(s)


Today I got another new piece of the game added which is the ability to pickup a collectable like item that gives you a score modifier for a couple of seconds. Most games that are games about making high score have this so I thought about adding it in.

I just wanted to write about why I didn't actually do this eariler and my hesitation in adding it anyways.

Sooo I still want the game to be about the player playing this game N times and personally discovering more easy ways to make score / figuring out the subtle comboing mechanic to make the highest scores. In my opinion, if you do something like a combo buffer like I had previously written about in older devlogs, you add a ton of depth to the game that you yourself don't even grasp the full depth of. That's the kind of shit that people love spending a ton of time on as it's actually fun and not some "keep playing to get that required rng upgrade" kinda annoying shit that I personally dislike.

So why was I writing about how I was and still am hesitant about adding score modifier collectables in the game? Well, I think that it could technically add or take away from the combo system I wrote. Technically, since it just doubles or triples your currently being made score in its current state, it actually is additive to the combo system. However, my worry is that a really skilled player can get this combo item and know the combo system and can make like 1000 score in one round of going up in the air to combo / make score.
That being said, on one hand, the player spent the time to get good at making combos so they absolutely are entitled to the reward of getting a modifier and making insane score but my worry comes from them losing enjoyment by being able to do so.

So a good way to describe this is that if you normally can only make score within the range of say 1 to 100 without score modifier and doing good combos OR not doing good combos but just doing normal combos with a score modifier, you'd be kinda shocked when you do both a good combo and having a score modifier on when you're making the 1000 score combos imo. This I think ends up doing what I said where the player only sees the combo modifier being on as "actual go mode and time to have fun" whereas not being in that mode IE 90% of the session be "not go mode" and thus potentially ruins the entire experience.

I'm still uncertain as I type all this as I haven't actually tested to see if this kind of stuff does happen but I just wanted to write my general thought process when adding the combo modifiers as they really could be volatile if added naively. I still think today's build with the implement will play much better as one very nice upside to the combo modifiers is that for newer players / people who don't want to invest time into figuring out the combo system can still get variably high to low scores by just getting a modifier and making normal combos only.
So one way to look at what I added today is that it added a "new playstyle" and having more options is never bad imo.

But, only time will tell ultimately (but even that is uncertain as you kinda need people to be playing your game to actually tell you if something's fun or not / broken sooooooooo yea. Please play the game and tell me what you think so I can make a game that's actually good!).

Thank you for reading and have an awesome day :)

Files

Funmi_Zip.7z 100 kB
Oct 19, 2021
Funmi_Windows.exe 240 kB
Oct 19, 2021
ChallengeList.txt 3 kB
Oct 03, 2021
English_Controls.txt 2 kB
Oct 03, 2021
日本語_Controls.txt 2 kB
Oct 03, 2021
日本語_README.txt 935 bytes
Sep 16, 2021
English_README.txt 1 kB
Sep 16, 2021

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