Hi, danbo here again. First up, credit where it's due to our current superplayer!
@Van_Artic beat his best score as soon as woof finished drawing this, and is currently sitting pretty at a princely sum of 6434000. You can see one of his videos here, and if you're interested in a detailed scoring analysis on his part, here's a link.
So I talked a little about the scoring system last time, and so far the design on that seems sound. The first boss needs a break bonus on its third phase, I think... Anyway, this time I want to talk about some of the problems with releasing an authentic manic shooter these days and a system we hope to introduce to help with these problems.
A first problem is that players crave variance. We live in fairly blessed times for games like this, a big part of the gaming audience is starting to rediscover the thrill of challenging run-based single-player games. A problem is that most of these are procedurally-generated games - "roguelike-likes", etc. Binding of Isaac, Nuclear Throne etc are fine with throwing some fairly unforgiving difficulty at the player sometimes - but they offer something of a different experience every time via giving the player random items or a random selection of perks, as well as partially or wholly randomly generated levels. I'm not such a fan of this type of game - the core gameplay takes a backseat to all the items/perks/etc too often and ends up being a little simplistic for my tastes, whereas often the biggest factor in a successful run is getting good luck with dropped items or generated map layouts. But it's true that players can feel a lot like they're falling into a problem of memorization when playing a difficult single-player game that isn't randomly generated, and I'm looking for ways to deal with that while still offering a tight, lovingly-tuned game.
A second problem is that highscores are difficult to make relevant for beginners. I believe we have a rich and interesting scoring system, but it's not much use if the player has no motivation to chase large numbers. This isn't a problem for players outside the genre either - even intermediate players often chase 1ccs (1 credit clears) and little else. This is fine, but it means they often overlook a big part of what makes these games so great! Extends (extra lives for hitting scoring thresholds) help to a point, but usually the highest threshold can be hit without any regard for scoring by the end of a run. Games with extends every 1 million points etc usually treat those extra lives as tools to be used rather than a real margin of error.
The third (and the most obvious) problem is that the difficulty of these games is truly daunting. Bullet hell has a reputation for being difficult, and it's a well-earned one. Reflexes, projectile prediction, nerves of steel and a solid strategy are all required to prosper in manic shooters - something newcomers will not be used to! It is important to come up with something that's not either complete dumbing-down of the game for the lowest common denominator or simply clamming up and shouting "get good!" Novice mode and our "player analysis" (more later) feature will help, but it's still expecting the player to clear a big difficult chunk of game. I would ideally like something that gradually trains the player in a friendly way to help them achieve excellence.
The solution I have for this is a daily challenge structure as an extra mode - available from the start. Alongside a standard 5-stage-with-loop arcade mode (which will now and forever always be our #1 priority!), we will offer a challenge that changes every day. The player gets a score target, a set of stages and a "special condition". The player can try the challenge as many times as they like. A "special condition" is something akin to a small, alternate game mode. Some examples might be :
Bombs only, but you get an extra one every 100000 points / 10 seconds!
The game difficulty rises incredibly quickly! Hold back the tide!
Bullets fade as they get closer to you!
This will let us dabble with a lot of novel, experimental mechanics without committing the whole game to them. On clearing a daily challenge, the player gets a star/medal item - they can then use these to unlock small extra features like palette swaps, ship colours, art galleries, etc. The player can't grind the same challenge over and over again for more stars (though stars can always be acquired by clearing the main mode), and nothing gameplay-related will be locked behind such a system. Also, for communities or groups of players, previous challenges can be replayed, replay files can be shared, etc.
My hope with this system is that :
We can offer players a wide variety of gameplay styles without compromising on the quality or tight design of the core game - using dynamism to frame the existing game in new, interesting ways.
Players can have official, specific score targets to hit - offering the binary "I did it!" gratification of a 1cc while encouraging them to explore and master the scoring system.
By offering a variety of stage selections and by the simple fact that some challenges will be easier than others, I hope to get players used to playing all stages in all kinds of situations. This way, when they take on the arcade mode, it becomes a problem of joining up the dots for things they learned while doing daily challenges.
My goal with Blue Revolver is to create a rock-solid, deep game for manic shooter enthusiasts and to help newcomers aspire to greatness with a low-investment, dynamic extra mode - rather than to dumb the whole game down or to leave it all to the mercy of a random number generator. I can't think of many other games that have tried something like this, but I think it's an ideal system for solving these problems. What do you think?