But that would mean that the player can take as much time as they want to press buttons. Am I not getting this? The point is to survive to next time increment. Also I should mention that the time dcreases quicker as you pick up more increments so it forces you to go quicker in the late game (ofcourse it has a limit so it stops getting more difficult at some reasonable point and just lets you play to survive).
In my experience i have never died because of the timer, just being impatient and trying to go as fast as i could, maybe i am biased towards sandbox design, as i dont like the player feeling as they are told explicitly what the win/lose state is. As in a player that enjoys taking their time to grow the plant can just do that and players who like improvement and achieveng consistency can keep getting faster at reacting to the patterns. to me the performance in itself already feel satisfying enough without the survival scoring system.
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Incredibly fun, love the design altough i would get rid of the timer altogether (a little intrusive visually and not really needed)
But that would mean that the player can take as much time as they want to press buttons. Am I not getting this? The point is to survive to next time increment. Also I should mention that the time dcreases quicker as you pick up more increments so it forces you to go quicker in the late game (ofcourse it has a limit so it stops getting more difficult at some reasonable point and just lets you play to survive).
In my experience i have never died because of the timer, just being impatient and trying to go as fast as i could, maybe i am biased towards sandbox design, as i dont like the player feeling as they are told explicitly what the win/lose state is. As in a player that enjoys taking their time to grow the plant can just do that and players who like improvement and achieveng consistency can keep getting faster at reacting to the patterns. to me the performance in itself already feel satisfying enough without the survival scoring system.