Decided to redesign the second boss from scratch. If the second level, as I stated previously, is intended to make sure that the player has grasped the concept under the surface of the first level-- that is, what makes progress quicker in the first level is necessary for progress in the second-- then the second boss should serve the same function: the "trick" or strategy that will allow you to blow past the first boss in a matter of seconds is out-and-out required to beat the second boss.
This poses a couple of problems with the game's visual language and rules, and I'm in the process of trying to balance all these concerns in a cohesive, non-rule-breaking way.
Friday, February 19, 2010
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