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Definitely a fan of the game having non-standard Easy and Hard modes (click to show/hide)See: Bass 2 buster only to unlock Wily Capsule 7and this system of gaining upgrades is a good way to implement it to the whole game. I was considering some way to add hardmodes to each individual boss but some would be far too contrived or otherwise bad. Using this system, you could either play with these upgrades on (easy mode) or try and take a purist approach with no upgrades on, possibly for achievements/unlocks/whatever.On the other hand, I'm not super pumped about the acquisition method. The whole idea of buying these upgrades is that they make the game easier for you if you can't beat the bosses without upgrades, which means gating them behind perfect runs is a little counterintuitive. To this end I would suggest either a modification to this system or a new one altogether:1. There are X (most likely equal to the map fragcount) screws in a level. You gain Y screws for completing the map, where Y is your frags minus your deaths. You can keep repeating non-perfect runs to grind out the screws. In this way, you get a little artificial gameplay length for players who are having a rough time with the game as well as making it easier on them. The better you are, the less time you need to spend grinding, both because you're getting more screws and because you need fewer screws. Thus, bosses can be balanced around being "very hard" for bonus-less players who want a serious challenge without, so to say, fucking over players who aren't as good. Everyone gets to beat the final boss, some people just need to put in more time whereas some put in more effort.2. There are X (most likely 2~3) screws in a level. You gain these screws for completing challenges tailored to the level (EX, complete in under 5 minutes, complete with fewer than 5 deaths, collect all weapons on map, find hidden in a secret area, complete without using weapons xyz). Needs more work, but adds a lot of depth to the single player experience. Only problem is that this is a LOT of challenges to make considering the number of maps- would need to recycle plenty of concepts. The good news is that this adds a lot of possibilities for cherry-picking the "easy" ones for the aforementioned worse players while now adding in stretch goals for better players with harder screw challenges, adding a sort of "100%" category for the game.