baconman
|
|
« Reply #21 on: October 16, 2011, 05:57:13 AM » |
|
One thing about mining games that a lot of them seem to have in common: TREASURE-HUNTING!! I mean, focus on the aspects that matter first (the thicker terrain, orbital drill, stuff like that), but in the end there should be a few sites that are generated for the pure spectacle of discovering something fantastic (and highly valuable in scoring).
In fact, a dozen or so sites like that, where the game only generates 3-4 of them will give a lot more replay/grinding value, especially if there's any method to their madness (like a few with a prerequisite to scoring the "real" treasure there), and then simply giving the players enough time to discover it.
Mining Game's greatest setback right now is also what seperates it from it's competition the most - the timer pressure. And honestly, one thing I think that could benefit the game more than anything, especially with that pressure involved - either forget about returning to the surface, or offer a full recharge for doing so successfully. __________
That said, now I'm kinda torn between whether or not to consider adding a mining/crafting subgame to my main project. On one hand, they're pretty fairly taxing to create, but on another, they're proving to be quite a fruitful and valid form of 2D gaming, and my project IS aimed at capturing much of enjoyable 2D gaming as a whole.
|