yes, not tried Zed-Nex before, so just tried it, tbh, its the sme with Zesarux and Jnext in that there is a portion to the left and right hand side that you cannot enter. Do you think you should be able to move edge to edge? does it affect gameplay?
Hi, I'm not sure it affects gameplay, I am enjoying it and think its lots of fun, so can't be affecting my thoughts on the game. I did think it was strange when I first realised it but wasn't sure is this was as it was meant to be. So just passed on the info about Zed-next after seeing the comment from mance.
Claude said….
Your player has a point, and I think it's worth fixing.
Here's why it happens. The game's logic works in a 256-pixel-wide space: enemy flight paths, bullets, the bosses (drawn on the 256-wide Layer 2) and the bee's movement limits all use it. The screen is 320 pixels wide, so there's a 32-pixel strip on each side that the bee can't enter. That's a fifth of the width. Before v1.7 it didn't stand out, because the play area looked boxed in anyway. Since v1.7 the ground scrolls edge to edge, so those strips look like playfield, and hitting an invisible wall there feels like a bug rather than a design choice. In the arcade TwinBee you can fly right to the edges, so most players will expect that.
The catch is balance. If the bee can reach the edges but enemies and bullets don't, the edges become safe spots where you can sit and dodge everything. So there are two honest ways to fix it.
Open it up (my recommendation). Let the bee fly to within a few pixels of each edge. Then make sure the edges aren't free:
- aimed bullets already track the bee wherever it is;
- I'd widen a few enemy paths, mirroring some of the swoops so they cover the outer strips;
- bells and power-ups would be allowed to drift wider too, so collecting them there feels natural.
It's a moderate change, because the bee's position has to move from the 256-wide range to the 320-wide one: shots, collisions, Options and the ice sliding in World 5 all use it. It's well within reach, and I can test it in all five worlds and on the bosses.
Make the edge look intentional. Keep the play area as it is, but mark the side strips visually, for example with darker, framed or hatched edge columns. That way the boundary reads as a wall rather than an invisible barrier. It's cheap and changes nothing about balance, but it gives back some of the full-screen feel v1.7 was going for.
I'd go with the first option. The game will feel more like TwinBee and less cramped, and the balance risk can be managed. Shall I build it as v1.8?