tag:blogger.com,1999:blog-2016334647663832213.post113047834465047277..comments2023-11-25T07:17:51.913-08:00Comments on DDRKirby(ISQ)'s Blog: Difficulty, and AccessibilityDDRKirby(ISQ)http://www.blogger.com/profile/08625140929120610178noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-2016334647663832213.post-47762220040109183502015-09-01T10:46:52.078-07:002015-09-01T10:46:52.078-07:00Introducing weapons progressively in RythmGunner c...Introducing weapons progressively in RythmGunner could definitely help. Having a sandbox to try them before you get into the arena can help too, as you mentioned.<br /><br />You might dispense shields power-up too, to give the player some time to breath into the otherwise intense gameplay (starman-like power-up would work too, same for Smart Bomb), as an alternative to start-with-5-hits.<br /><br />Another thing that I remind of is the leaderboard for Commander Keen series. There, you would not only see high scores, but also a pre-recorded power-play where one would toy around with ennemies (in your case weapons, mostly) in ways that we (kids playing) wouldn't have foreseen and that opened the way we were playing.PypeBroshttps://www.blogger.com/profile/10564522267743689261noreply@blogger.com