0.0.0.0 - 5.0 - hazards: Introduction
I think the biggest missed opportunity, MBG had was its lack of player-hazard interaction. The most obvious cases were the mines and bumpers. They were at face value the same with little use other than to be obnoxious. Not only do I want to avoid that - hazards were truly obnoxious - but I also want the player to see a hazard and wonder if it could be used in a short cut.
There are a few parts all hazards need to have. I want the player to consider them as a tool. I want them to interact with parts of the world and potentially unlock parts of the level the player didn’t have access to before.
While I think that power ups are nice, I feel like they should be true power ups. I think that these tools can actually be a great training tool for people who need help with the game, but I really would like there to be more world/platform interaction with the ball so that mechanics build out from each other.
Interactabllity comes in three forms. Direct - when the ball directly interacts with the hazard ie jumping on it or touching it. Indirect - when the ball interacts with the world and changes something about the hazard. Situational - how the player deals with a level when a hazard is there. This is particularly important when the fastest route requires the player to avoid a hazard in their way or use a hazard outside of the main
Hazards that push or pull the ball should be utilized to allow the ball to navigate large jumps. Hazards that can give the ball hight (tornado/magnet) should be used to give the ball more vertical access by allowing the ball to traverse upwards and downwards.
I think allowing the player to change the hazards introduce a lot of cool mechanics. What happens when you can change the hazards or take a route to reduce them? What if you can position them in a slightly more advantageous position
This is the part where hazards may not make sense over all. For all players, because I think it’s boring if hazards are blatantly put in front of the player. Especially if this hazard is placed in the most straight forward path. I think placing hazards that boost new players while also adding a challenge to vets and vis versa is critical. I also thing it would be cool for new players to see a mine in a place that only makes sense if you understand the speed techs.