Five ways to make the same game meaner
Different modes are a way to test how much pressure one simple rule can hold.
One piece of feedback from playtest round 1 was: more variation in play would be nice.
The same core game can feel very different when its pressure changes. Current experiments range from straightforward survival to faster, stranger, less forgiving variants. Like:
- classic: rewards, bot disables, and 30-second pressure
- pure play: no rewards and no bot disables, just movement and survival
- lightning: every 10 seconds, the hoop grows or another bot joins
- foobar: only bad rewards appear
- lucky dawg: only good rewards appear
There, that'll keep you busy in playtest #2. For a while. I hope.
In the end, I picture leaderboards per game type - that'd be nice. When we hook up real-live shared leaderboards, that is. Can't wait.