@birdwards Hey, thanks for the kind words!
I've been playing with a few branch builds of the game. I first focused on producing a better enemy spawner, but that made it painfully obvious that I'd need something a bit more threatening to the player.
I tried the brief delay on dropping the player when the floor is crumbling as well, and while it helped, it didn't feel quite right. In general, I found never destroying the immediate tile on which you are standing feels a lot better. But that made it even more apparent that there needs to be more pressure on the player to keep it interesting.
There are certainly a few dominant strategies, like the one you found, that are too safe to be interesting with less aggressively positioned spawns and self destruction prevention. To that end, I've been messing around with alternative forms of destabilization.
Some things I've been playing with in branch builds:
- Ranged enemy units. Though I'm not quite sold on their spawning rules yet. They certainly do keep you on your toes.
- A faster enemy unit which will avoid walking into pits until they have gotten within a certain distance of the player, where they will start to power up into a short dash (even over small pits) periodically. Right now they wait if they are isolated from the player, but try to get as close as possible.
- A better warning system regarding your reserve tile count.
- Adding tiles to your reserve only after they have fully crumbled. Good suggestion there birdwards! It became especially exploitable after suppressing tile destruction immediately underneath the player.
- A toggle to cycle between building and shooting mode. This was a pretty drastic change to the game flow that I've been toying with. The idea being that you don't rebuild footholds unless you specifically go into a building state at the cost of being able to fire shots. Adding a delay on your ability to transition between the two has been pretty fun. Could still use some work, but it does give some relevance to all the sparse pits one tends to make all over the place. When the pits aren't dangerous to you as you rapid fire to fill your reserves, it just doesn't feel quite right. Swapping between building and shooting as a deliberate decision makes the game feel more engaging. I think I might have to limit the amount of time one spends in the building state, perhaps with some recharge time mechanics in there.
- Creating more varied start conditions to see how they affect the gameplay. The game feels very different under different starting conditions. To keep the gameplay from becoming stale, I would even consider using stage transitions after meeting certain milestones (time survived on the current stage, perhaps?). It would also give a bit of breathing room to introduce ramping difficulty, rather than setting up your favorite dominant position and staying alive as long as possible, would you hop into a portal to go up to a new stage with less total footholds, different enemy spawning rules, or a less convenient map shape for a point multiplier increase? This opens the door to a lot of possibilities. Stages could be persistent, where one can fall form higher stages with big point gains to lower stages.
- Pickups. Currently just point boosters, but I should think I can change them into whatever feels right given the state of the game as I iterate upon it.
Balancing a sense of progressive destabilization of the playing field while keeping it fair is a bit tricky. Often I find that the best way to chase the desired "feel" of a game is to identify what is preventing you from evoking that "feel", be it something that you've made that gets in the way or something that is missing entirely. Splat out a few prototypes that you think might get you closer to that "perfect" version of the game and see what rings the most true.
Speaking of which...
The feedback here has been great in channeling my focus toward areas of improvement, thanks folks! I'll throw out a 2.0 bonus link when I've got juicy new mechanics at play.