Saturday, January 30, 2010

Ultra Geist Diary # 3

It's important that as I create my enemy types, I don't lose sight of the simple, fast, satisfying, destructive charm of the shmup genre in the first place. I'm dropping my idea for a reverse popcorn unit because I don't want the player to have to scratch their head as to how they're going to beat this particular enemy. I want the player to be able to kill things with ease.

The puzzle aspect, such as it is, is not about figuring out how to play the game, but figuring out how to play the game better.

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