![]() ![]() If you die in Blazing Chrome, it's fully due to your actions. ![]() Remember Joymasher games are specifically built around patterns and predicable enemy behaviour, and as such they're entirely skill-focused. Games are also supposed to be a cohesive entity, rather than disparate levels stitched together - having your actions in a previous stage influence and impact your actions in the following stage is a really strong way to maintain this cohesion. But it's also an incentive to play skilfully through the whole game while not being brutally punishing - if you can get through one stage without deaths, it gives you better leverage for the next stage, and so-on and so-forth, but if you do happen to cark it then you're not forced to restart ~the entire game~, and you can learn through attrition. There has to be a penalty for poor play - restarting a stage from the beginning is a good incentive to not lose lives. ![]() Perhaps it can be a togglable game option? I can kind of understand if there's an achievement for "no game overs", but that's still not a very good reason to force such a mechanic on the player. The bonus is good, but the malus makes no sense as all it does is add incentive to suicide until you run out of lives. You actually have the possibility to get extra lives and keep them (you can for example start the second level with 4 lives).īy this logic, if the bonus is transferable from one level to another, so is the malus. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |