When introducing a new drop, perhaps an introductory screen?
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When introducing a new drop, perhaps an introductory screen?
I find that when a new drop (such as the flip) is introduced, I can't remember back to the plethora of items from the very first introduction and would like something that says, "Hey! There's something new here! Pay attention!" Otherwise, I have to suspend the game to figure out what's going on which feels very unsatisfactory.
ziPPer- Posts : 9
Join date : 2009-11-12
Re: When introducing a new drop, perhaps an introductory screen?
Great feedback!
There's a lot of drops and the plan is for some to shift their behavior slightly. Most will stay the same. We could do a better job at the start of the scene to introduce them. It's possible that we have too many types of drops in the first scene (level 1-5).
We may not be able to add an intro screen for v1, but a set up at the start that really features that drop will help.
Thoughts?
\o/
Nicole
There's a lot of drops and the plan is for some to shift their behavior slightly. Most will stay the same. We could do a better job at the start of the scene to introduce them. It's possible that we have too many types of drops in the first scene (level 1-5).
We may not be able to add an intro screen for v1, but a set up at the start that really features that drop will help.
Thoughts?
\o/
Nicole
Nicole- Posts : 10
Join date : 2009-11-17
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