Zzap by HS_Dave 2017-08-08T02:27:05Z
@tmpxyz Difficulty was something we had a hard time balancing.
Essentially, if you are quite good at quickly finding an optimal path through a series of obstacles, you are going to blast through the twenty levels.
The purpose of the gameplay is to plan a route through each level in as efficient a manner, and as quickly as possible. The corrupted tiles are supposed to add a sense of urgency, as waiting for too long will give the tiles time to spread, and crossing them is expensive. The levels are designed to take less than a minute to solve, in my youtube play-through I managed almost 40 levels (I failed on my first attempt) in about six minutes.
The reason for the short play-through (although we never really discussed it as Dave and I seemed to be on the same page about most things, correct me if I'm wrong @hs-Dave ;) was to let players see the end of the game without spending too long playing - there are after-all, many games for everyone to try! The knock-on effect of this however, is that the difficulty can seem a little random. Some players may face a greater challenge than others to a certain degree. As @frankiesmileshow noted the levels have a degree of random generation to them, although I should add that a) they are guaranteed to have a non-blocking path through them, and b) there is a difficulty scale that affects the spawn chance of the different tiles, the cost of movement, points awarded, player health etc.
We're continuing to work on the game; in fact, I'm in the process of adding an "Endless" mode now after having added proper campaign and scaling difficulty support. Feedback about the game's difficulty is greatly appreciated, I think moving ahead that's going to be a big factor in whether or not the game has replay value especially in its endless mode.
Thanks for all of the feedback everyone, we're glad you found the game enjoyable!