The original idea of level ups was that every kill you get you get xp and when you get enough you will level up, this will increase a random attribute on your gun or player (can't increase max health) but it will not stay with you once the match is finished. I wasn't going to include this in the game because there was a chance people could become overpowered.
Edit: Already decided, no need to vote anymore
Post edited by ShowaJ on
Arcadey Shooter: With Level Ups or No?
This is a public poll: others will see what you voted for.
Something I similarly struggled with when doing BlastTrax.
It all comes down to how well you can balance everything.
There's no point allowing the player to grab super-mega-weapon-75 by the time they reach Level 4, because then they're overpowered.
Similarly, however, if you make Level 28 so impassable that they NEED super-mega-weapon-75 by that point, then it becomes far too difficult for anybody who managed to reach level 28 with their super-mega-weapon-75, but then got hit once, and had their weaponry reduced to piddly-useless-blaster-1.
That's always been something that frustrated the munky out of me, when you got to Big Boss and only had a miserable little single-shot weapon, so had to sit there for 6 hours, watching his health slowly trickle away, knowing that you could've killed him in an instant using that megaton lazer you had, just a couple of minutes earlier...
Balancing is the key.
With BlastTrax I went for the slightly obscure method of completely resetting the player every level. Reset their weapons, but also reset their health. This makes every stage a blank canvas, but getting progressively more difficult. It's a little unfair in that you never get to keep those new weapons that you earned, but.. hey, what can you do!!
XP/Level-up/Progression.. It's all important, but as soon as you start removing it, or making it a requirement, you get into a much trickier situation for those who can't quite keep up.
*shrugs*
Play it by ear. Keep tweaking until it feels "just right"
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