Re: [stella] Qb: Release candidate 2.12

Subject: Re: [stella] Qb: Release candidate 2.12
From: "Eckhard Stolberg" <Eckhard.Stolberg@xxxxxxxx>
Date: Fri, 16 Mar 2001 20:55:09 +0100
Hello Andrew,

It seems that I have trouble posting with my stella list account
on weekends, so this messages comes to you directly again. ;-)

> This means that the score is now a very meaningful indicator of progress,
as
> it tracks very well your achievement/speed/knowledge of the gameplay
> mechanics.

Great! This game really gets better every day. ;-)

> I have done this.  As before, the fruit are worth 100, 300,500 and
> extra-life.  But, you must do them in exact sequence.  You only get 50
> points if you jump on an out-of-sequence fruit.  If and only if you do the
> sequence correctly, you will get an extra life.  The points are displayed
> when you're still in sequence - if you don't see points, then you have to
> start afresh (with the watermelon, of course).   IMHO this adds quite a
bit
> of gameplay, because you tend to try to hurry-up the fruits by tossing the
> bad ones off the screen (spending points you gained).

I agree, this works out pretty well. However I think you should
allow the sequnce to continue from level to level, so that you can
get the water mellon in one level and the pineapple in the next
for example. I think in the later levels it is difficult enough
to make one needed fruit appear near enough for you to get it.
Doing that four times might just be impossible, since you can't
get the extra life when the pattern has changed.

Also now that the grail doesn't nessessarily symbolize an extra
life anymore, you might want to change it for another fruit to
fit the theme.

I know that you don't want to do any sound yourself anymore, but
maybe you could at least add some short beeps as a warning for
a near pattern change. The blinking border is nice, but most
of the time you are focused on the main screen, so some audio
support might be helpfull.


Ciao, Eckhard Stolberg




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