More progress on the new scrapyard tileset!

should I give scrap collectors a limited capacity?
If I did, when they were full they could fly off the level or become locked. Doing this I could add more complexity to the level design. It does make sense contextually which is another plus but I do worry that it might drastically change the feel of the game.
Any suggestions?
Should I add a level timer?
On the plus side it would give players wanting more difficulty an option. My main worry is that there isn’t any in game contextual reason for it.
Is there a way of adding a timer contextually in a game like Super ScrapBot? Alternatively, is there another mechanic I could use to add an extra bit of optional difficulty into the game?
Any advice would be very much appreciated!
Right now, my focus is on getting the player use to the base mechanics before I start adding bigger threats such as obstacles and higher value but weaker scrap.
Hopefully by the end of the first 5 levels the player will have a good idea of how to control ScrapBots magnetic hull and how the shape of attached scrap can both be used as a tool and a hindrance. I’ve hinted at some of this during level 3. Did anybody notice this?
Think I can do better, anything you like or dislike. Let me know! I need your help to make this game better.
I currently need lots of help with the games difficulty curve. As with all development I'v reached the point where difficult aspects of the game are now easy to me so any new player feedback is invaluable.
It might look like chaos but I do have a plan! this thread will be full of planned features and where possible a timeline. Though everything will change as I make progress and get feedback I find it really helps to have some sort of plan.
Any features you think I've missed or anything you think I should prioritise, let me know!
Planned features:
“A gauntlet and his shepherd”
Finding the right style doesn’t always have to start with level concepts.
Need to find the right look for your game? www.hayes2d.com


Episode 3 is recorded! They’re messy but very important.
In this stage I take on all the feedback and see how it works with the original concepts. They are a little rough around the edges but they’re perfect tools for creating the next stage of mock-ups.
Voice over and editing still remain so I'll keep you folks posted when I can.
Hi,
I'm a freelance 2D artist. I work with game assets, illustration and graphic design. I can adapt and create a large number of styles. From pixel art to something a little more illustrative I can find the right style to fit your project.
Skills:
Art Direction // Game Assets // Illustration // Graphic Design // Animation // Concept Art // Promotional Graphics // Pixel Art // Photoshop // Illustrator // Spine 2D
If you would like a quote or have any questions about me or my work please get in touch.
Portfolio: www.hayes2d.com
Email: rob@hayes2d.com
Regards,
Rob



