Autosaving before dangerous spots and having the "Try Again" button lead to your autosave. No need to inflict unnecessary repetition on the player--they've already conquered the level's previous obstacles. No lives, or maybe lives as health.
Deltamatic wrote:Autosaving before dangerous spots and having the "Try Again" button lead to your autosave. No need to inflict unnecessary repetition on the player--they've already conquered the level's previous obstacles. No lives, or maybe lives as health.
Check points, sound really,really good.From my opinion checkpoints are some kind of hybrid of Vorticons and Galaxy, you may save but not on every situation.
Here's how I think it should go:
Checkpoints. (Monster Bash style) Save only between levels.
And maybe possibly, give the player 3 lives per level... so if they die three times, they can no longer start from their checkpoint and must restart the level.
Here's how I think it should go:
Checkpoints. (Monster Bash style) Save only between levels.
And maybe possibly, give the player 3 lives per level... so if they die three times, they can no longer start from their checkpoint and must restart the level.
This would basically be the perfect arrangement I think. The question would be: if you pick up extra lives (assuming they're put in) while playing a level, would those lives carry over to the next level, or would you start the next level with however many lives you ended the last one with? I've seen games where the latter is implemented and it tends to work well.
Galaxy style - gives you the freedom to save whenever you want, but you don't have to use it. Sylly for example only saves between levels out of choice. I hate everything that is forced onto the player, so for me autosave and checkpoints is also a no-go.