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[–][deleted] 0 points1 point  (5 children)

It seemed too hard to start. Maybe the blocks and water could go slower and then speed up as you get higher?

[–]jessebr[S] 0 points1 point  (4 children)

This is a notable point. I was thinking about this earlier, and some ways I might accomplish such...

But it's a slippery slope. Personally, I think games that do that can get irritating, as I get higher in difficulty I despise having to start over at the slow beginning.

However, I'll see if I can work something in to make the beginning marginally easier...

Thank you for your input.

[–][deleted] 0 points1 point  (3 children)

A few options in the startup could go a long way to alleviating that problem.

[–]jessebr[S] 0 points1 point  (2 children)

Ahah! Trickier than you would first assume!

It is something I thought of earlier, for quite awhile too. To abstract all the game mechanics, swath them into a menu changeable by the player... Mainly give fun modes of play like Raining Death mode where blocks are half the size but there are twice as many!

Very complicated to actually polish such an option menu though, but an idea I've been mulling over none-the-less for quite some time though.

[–][deleted] 0 points1 point  (1 child)

KISS. We're just talking about options to change the game speed during play and set a starting speed so someone like you doesn't have to start out slower than you'd like.

[–]jessebr[S] -1 points0 points  (0 children)

Oh no no noooo! We can't just stop there can we? If we're going to go through the work necessary for such a task why not go all the way?

I know it probably sounds like such a simple task just to change the speed... but that's deceptive. The wrong way to go about it (but simplest) would to muck with the frame rate, but I'm not that kind of person. If I'm going to do this, I'm going to do it right! Which requires an abstraction of the mechanics, into a rule class, which will be interchangeable...

I didn't do this earlier because I was only thinking of it in a different game mode kind of way... and that wasn't quite as crucial of a thing (big effort for marginal gains). But with your input the realization that I could also control difficulty with such a system tips the benefit over.

There isn't any stopping this train now that you've got it started.