Workload: ~3 hours
This week, we decided the immediate death barrier is the worst way to go after all.
That being said, we've dialed back the death barrier. Being out of bounds is still penalized, but now there's a window of five seconds, and afterwards you're still given some leniency by taking incremental damage every second until you scramble back into the bounds of the level. This is to allow players time to get back in when there are unforeseen circumstances such as being blasted by an enemy.
With this, and a little bit of tighter boundary settings, we can hopefully produce a viable level design that works with the player and not against them.
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