Longer but less levels or shorter and more levels?
Posted 12 June 2012 - 03:24 PM
Posted 12 June 2012 - 04:04 PM
Posted 12 June 2012 - 07:29 PM
Posted 12 June 2012 - 08:33 PM
Posted 12 June 2012 - 08:53 PM
Posted 12 June 2012 - 09:58 PM
Shorter and more waves. For mobile aplication it's deffinetely short game, but large variety of levels to keep the player interrested in the game... You may add different enemies for different levels, you can add different game modes (like some restrictions, like for example 10 towers in tower defense games, or 1000 resource, no matter the kills, or reach 100 kills before 10 enemies escape)...
I think the idea for different game modes with restricting options is a good idea. I think I'm going to take a large level and sorta break it down into sub parts.
Posted 13 June 2012 - 01:52 PM
Posted 13 June 2012 - 06:00 PM
You could make the levels longer, but make sure you could save a "checkpoint" between waves to return to if they are interrupted by calls or just shut down during the game.
Edited by Stian Aune, 13 June 2012 - 06:03 PM.
Posted 17 June 2012 - 06:31 PM
Posted 21 June 2012 - 02:10 PM
What would you guys prefer? I'm creating a top-down defense style game and was planning on releasing it on the android and don't know which path to take. Would longer levels with the ability to save and resume later be ideal or is it better to use more levels with shorter game time? Thanks.
I am making one for the pc that uses Zelda enemies. I would say short levels with a boss of some at the end for some. With others do longer levels.
I do not know if you would want to, but a mode where you can build and send out an enemy when you want for practice would be neat.
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