Thanks for the reply...
1. That's up to you, though having a glow would be different; have to see it in action to say if it's different good or different bad
I will make a mockup for this one later today.
3. If you can make par times, I think it would work out, but it would have to be balanced with grazing scores in a way to prompt the player to find how long they should hang around and when should they start blasting for maximum points
Well, I have though this, and I came up with few solutions:
- Amount of the bonus gained from grazing depends on the used level time
(e.g: you beat the level in minute -> graze * 1000, you beat the level in 10 minutes -> graze * 1).
- You can graze only for a certain amount of time... After the par-time is reached, grazing won't gain
you extra points (or you can still graze, but the total will be halved).
- By grazing you can extend the level time a bit (freezing the time) or
- Grazing affects the level HP. The more you have grazed, the faster the levels HP will drop...
And then a wild idea:
If you graze enough, you will activate supernatural border where all the points collected will be doubled.
Of course the use of this would be limited: if the level has lasted for too long, you can not activate the border anymore.
Grazing itself is not quite rewarding... Only graze * 10.
4. No, the bullets should stay, unless there's a special pattern that would work better with the bullets disappearing
Okay...
Well, originally I though we would have these special enemies that do not escape.
But using this in spellcards sounds an interesting idea.
E. Depends on if you're making a unique engine or not. If you are, then scriptable; if not, hardcoded.
Hmm... Eventually yes.