![]() Then the game gets harder with more waves per sector, waves of mini-bosses and such, eventually changing to Hell Mode (maybe 50 sectors in or something?). After the boss, the player is given a unique choice: 1) reset weapon but gain some reward (5 crystals, max hp, etc.) or 2) keep weapon but add 1 difficulty modifier and add some HP to all enemies. Every 5 or so sectors a mini-boss appears, and every 10 or so sectors the boss appears. ![]() A green portal appears in the starting room to jump to the next Sector (endless Sectors). ![]() Player enters the game, enemy wave(s) spawns in the starting room, after waves are completed loot like crystals, hp, and parts as well as machines (often multiple machines) spawn to allow upgrading. Option 2 seems counter intuitive (I worked hard for my weapon, LET ME KEEP IT!), but I think there may be a way to both reset and reward each reset. Option 1 at first seems the best, but I really think the weapon system is at Null Vector's core and stopping the player from growing/upgrading their weapon/ship to avoid this unplayable visual clutter feels terrible. To me, this leaves 2 options for an endless mode: 1) stop/slow the player's weapon upgrades at some point or 2) reset the player's weapon upgrades periodically. = screen with no discernible visual elements). In short, I can't increase enemy count forever, and I can't allow the player to increase their weapon forever (Multi-Shot IV + Fire Rate V + Rocket X +. Also, there is the problem of limiting "visual noise". That's definitely one way to do it, however there are some players that have a hard time beating the game even once so looping the full game would make this mode essentially unavailable to them.
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