NokiMo
alexhoff
alexhoff

patreon


Deep gameplay...

Hi, everyone! I have one question.
Now I'm finishing the development of the main gameplay loop, and we have two ways:


Keep it simple: just hit and catch money on the final stage.


Make it more dynamic: you will have to control two scales. One is angry, and the other is sensitive. The longer it hits, is the more effective it is, but also the more annoying. If the sensitive scale is full, you can go to the final stage, but If the angry scale is full, progress will be lost.


Which gameplay do you prefer?


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