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(+1)

I'll double check later but it should be the same. There is a chance the friction was increased a bit. In general I want to aim for the modes to be barely possible to beat, so that the very best players won't be able to go infinitely on them. In the original game there are players that have gotten a double watermelon clear twice in one run for example, but none in my version even though the sizes should be (just about) exactly the same. Assuming this is a legit score ( I didn't watch so carefully just skipped through), it caps out at 9999. My main point is if even better players came along they could probably just loop forever if I am not careful. There's also maybe a social media effect if all the modes are hard to clear and players take time and struggle to clear them (but it's eventually possible

I want to still provide a different gamemode that allows for multiple clears more easily so the evolution type gamemode was what I was thinking of currently. I know you said you liked multiple clears in a run so if you have any ideas here I'm open to suggestions

That makes a lot of sense. I do like multiple clears, perhaps have it as an option for one of the modified runs? Kind of like like how bewjeweled has an infinite mode, it's less competitive and there's no real high score but it lets you do things that are otherwise impossible in the main game. Not to say I want the same here but having a small shapes mode for people who want to get multiple clears could appeal to some people. Especially if you find the main game frustrating or too difficult. That said, I'm not a game dev and I can only speak for myself, so maybe I'm weird for feeling like this? 

Yes I was saying I that instead of a smaller mode I'd like to have an "evolution" mode or similar so you'd maybe play the game at 12% reduced size to start and every loop it would increase, -8%, -4%, 0% , 4% bigger etc for every double watermelon clear, or similar. I haven't decided what numbers yet but it would hopefully not feel like a secondary mode to normal, like a "smaller" mode would. Just smaller shapes feels like playing on easy mode and I am guessing players wouldn't like it as much, but the size would gradually increase it would just be a mode made for long play that anyone could enjoy without feeling any guilt. 

To give an example for triangles mode, its current size would be starting on the -8% size, so the new mode would start you with shapes a bit smaller than that (-12%), you'd complete a loop and get to the current itch size (-8%), and then another double watermelon clear would be a bit larger but still within reason to clear (-4%), then it would be hard (0% or the standard size), and after that it would be close to impossible or impossible (4%). Realistically a person would clear up to 4 times in a session, and 5 max depending on if it is possible on the mode.

Btw I checked the friction values at least and they haven't changed

(+1)

Ah, I get it. That sounds cool, kind of like different levels, you beat the first "level" and move onto a harder one, for as long as you can manage. So it wouldn't get stale like a set easy mode might. 

Do you think the rotation difference would affect it? I wish I kept the older versions to reference, it would have made it a lot easier to know if I'm just crazy. Either way, I'm curious to see what slippery mode will be like with triangles, perhaps that'll eliminate the issue anyway. Looking forwards to the 27th. 

Slippery mode will probably be pretty crazy and more of a joke mode. I'm not super sure on the specifics of how much the rotation change matters. I just am pretty sure it is the best change going forward how I have it on the steam version now, since it gives players the most control. It's unfortunate I messed up the update for the itch version