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More active player interaction #83

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Cwpute opened this issue Jan 14, 2024 · 10 comments
Open

More active player interaction #83

Cwpute opened this issue Jan 14, 2024 · 10 comments

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@Cwpute
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Cwpute commented Jan 14, 2024

When i first saw the game asked me to tap on the atacker's value to reverse it, i was a bit scared it would ask too much of me afterwards. But on the contrary, it quickly grew on me and i was sad to see this interaction didn't have much use in later levels.
In general, since the door is open for it, i'd like the game to feature more active player interactions.

Like my previous two issue, here is a quick list of stuff that could get included into the app to adress this:

  1. Attackers with hidden values until tapped-on by the player
  2. Super-strong attackers hidden among other normal ones that need being reversed with a single tap
  3. Bigger levels that need scrolling to get across, thus requiring more active observation, and potentially allowing some attackers to sneak under the radar (idea already developed in level 21)
  4. Chips that shut down at random or at predefined moments or intervals, and need reactivating with a single tap (overheating CLK for example)
  5. The moving/on-or-off lanes suggested in Level-specific quirks and features #82 could be switched between manually witha a tap on a switch at the intersection of that lane.
@Cwpute
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Cwpute commented Feb 20, 2024

  1. Attackers that are unaffected by chips until tapped upon (encrypted maybe?)
  2. Lane portions that protect attackers from player interaction (more impact if more player unteraction required)

@Kutabu
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Kutabu commented Mar 5, 2024

  1. Like MEM-Chips have to be reset, ACC-Chip may release a a temporary saved number (unchanged) when tapping on it. This would not critically affect the gameplay, but allows some player interaction in relaxed phases of the game.

@Cwpute
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Cwpute commented Mar 6, 2024 via email

@Kutabu
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Kutabu commented Mar 6, 2024

It's probably not clear what I meant:
The ability to interact with ACC chips should be optional. If the user does nothing, ACC operates as usual.
However, if a first attacker is stored in the ACC chip, the user may interact with it. The ACC chip then releases the stored attacker without changing it. This enables purely optional interaction with the chip.

Such an interaction makes sense if the lane is clear and there are enough operations behind the ACC chip to intercept the unweakened attacker.

@Cwpute
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Cwpute commented Mar 6, 2024 via email

@Kutabu
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Kutabu commented Mar 6, 2024

It can bring a bit more interaction into the game. That's what this issue is all about ;-)

In my games, I often have the situation where an ACC chip already has an attacker in its memory. I think to myself "It would be good to release it now, because there's not much going on in the lane". This would free up the chip when more attackers arrive again.

At the moment, you can sell an ACC chip with a stored attacker and the attacker will be destroyed. In my opinion, this is a bug anyway. Realistically, the ACC chips are quickly upgraded anyway, so an upgrade feature doesn't even take place. If you want to separate the functions, you can also think about touch&hold to activate the upgrade menue.

@Cwpute
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Cwpute commented Mar 6, 2024 via email

@Kutabu
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Kutabu commented Mar 6, 2024

I already know how the ACC chip works. It is possibly the most powerful chip in the game.

Your requested situation: ACC followed by MEM

  • ACC has one attacker in memory (ATK0).
  • In the next wave, two attackers ATK1 and ATK2 follow almost simultaneously.
  • ATK1 runs in ACC and is released as ATK0&1.
  • MEM stores ATK0&1.
  • ATK2 passes ACC in the cool-down phase and also passes MEM because it has just stored ATK0&1.

If ATK0 is intentionally released beforehand:

  • MEM captures ATK0.
  • MEM is cleared by time.
  • When ATK1 and ATK2 arrive, ATK1 is temporarily stored in ACC.
  • ATK2 passes ACC in cool-down phase.
  • MEM stores ATK2.

This results in a strategic possibility for me as a player to influence the game.

@Cwpute
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Cwpute commented Mar 12, 2024

I think i understand now… a valide strategy, but still pretty niche imo.

If you want to separate the functions, you can also think about touch&hold to activate the upgrade menue.

…which would create a completely different UX for players in the entirety of the game, to accomodate for a single niche (again, imo) interaction. Not much worth it 😄

@LienRag
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LienRag commented Dec 28, 2024

It's probably not clear what I meant: The ability to interact with ACC chips should be optional. If the user does nothing, ACC operates as usual. However, if a first attacker is stored in the ACC chip, the user may interact with it. The ACC chip then releases the stored attacker without changing it. This enables purely optional interaction with the chip.

Such an interaction makes sense if the lane is clear and there are enough operations behind the ACC chip to intercept the unweakened attacker.

Nice idea indeed.

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