I’ve made some huge improvements to the user interface of the game. The energy bar at the bottom was getting in the way of seeing the bat after crashing, so I moved it to the side. I also added some extra stuff to show statistics for the new progression I added in.
I decided I should add in some sort of progression to keep people playing long-term. For part of that, I added coins that you can collect to use as currency on cosmetics.
This also solved the problem I was having of needing another mechanic to make the gameplay more complex. Occasionally when startling a firefly, it’ll throw a coin to draw you away.
Not only are they used as currency, but they give a lot of bonus points. Giving you real incentive to ignore the firefly in favor of the coin.
The other progression I added in was simple leveling. Every time you collect points, they’ll be counted as experience toward your next level.
The levels themselves don’t have a practical influence on gameplay. Instead I’ll have a second leaderboard ranking players based on level, in addition to the leaderboard I plan to have already, ranking players based on the highest score earned in a single game.
This allows less skilled players to rank highly simply by sticking with the game for a long time. And it still rewards playing well, since better performance will level you faster.
I’ll probably also grant achievements and a few cosmetics based on levels earned.
The game feels a lot more fun when you have something to gain every time you play, rather than the binary system of just getting a new high score or not.
This was a problem I ran into with Astral Ball, and made the game get boring kinda fast.
— Grimwolf (@Gr1mwolf) March 3, 2016