+Muddyfunster Posted January 22, 2022 Author Share Posted January 22, 2022 I've been working on Keystone Kapers a bit more over this last week. I've had so much fun with this port (more than I expected truth be told). I think in terms of the game itself, it's now really close to being complete. In fact, I could call it done now and I'd be fairly happy, but there are a couple of things that just need that little bit more of a polish and rounding out and the perfectionist in me won't let that go Firstly, The way the double high bouncing balls work, I'm not happy the way that currently works so I'm going to rework it. Right now, I think the player has to adjust too much between the two balls and it's jarring when compared to how the other obstacles work, which seems more fluid. I know why they aren't "right" but now I just need to adjust it . Secondly, I'm thinking about how "ending the game" works. I don't think the other versions of Keystone Kapers have an "end", the game just keeps going until it's basically so fast that it's unplayable and the player runs out of lives. I'm ok with that (as that's how a lot of games historically were) but I'm not sure I like it. It seems a bit arbitrary. An alternative would be perhaps after a few of the super hard levels, (talking 16-20) to give the player a nice "completion" score reward but then send him back to level 1, but remove the ability to earn extra lives. I've never got past lvl 20 on any of the sources i've used for my adaptation and I'm also cognisant of wanting to stay "true" to the original sources. Not sure which to go with yet, would be interested to hear people's views on "game endings". 8 Quote Link to comment Share on other sites More sharing options...
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