Posted October 25, 2021 by slenkerlab
#tweaking #improvement #balancing #difficulty #level
There were quite some things, I was unhappy with. For example, the way it was estimated, that the tower collapsed, the linear difficulty and the linear styling.
In the last update I tried to fix most of them. There is now a difficulty scale which starts with only the default-shaped boxes and increases the probability for otherwise-shaped boxes from time to time. The same is done for special boxes. Besides the gameplay itself, the difficulty scale also affects the post-processing attributes: glow, film-grain and the chromatic aberration are modified with an increasing difficulty. I’ve also removed the block limit (technically it’s still there, maybe it will be a different game mode)
It still feels a little bit unbalanced right now and a bit of a “hook” is missing, but slowly it’s coming together.
Next up there is alternative control system (a bit like tetris), a bit of tweaking of the difficulty parameters and a new soundtrack. Also we thought of adding a modifier of the gravity of the block itself, which increases its mass when you’re dragging it longer.
Stay tuned and stay safe