(Poll) Thoughts about Stage Design


---> POLL HERE <---

Note: You don't need to own Cosmogelica to answer the poll. The poll has only one required question.

So with this recent update, I added ground units. If you played it, I'm sure you noticed them. I like the concept a lot, however, they've introduced a new kind of problem. (Well, maybe not a "new" problem, more like shining a huge light on something I've been fighting anyways.)

I like the randomized nature of the game, and fighting formations of enemies was the original intent, with me trying to make something like Space Invaders or Galaga. The issue though is that, with those games they were pretty simple and straightfoward, with predictable formations and enemy patterns. This is something I feel like I've yet to really nail in Cosmogelica, with it either being too easy, or a mess of bullets. I've been getting better at finding the balance, but it's still really tricky.

So, I've been thinking about it, and I realized that in its current form, the custom scene editor I made could be altered to make linear stages instead of randomized ones. Instead of playing like those old arcade games, it could be more like a traditional shmup, with predictable enemy patterns and stage designs. The issue, however, is that this would be one way.   I am *just* on the cusp of not being able to modify the core mechanics of the game further, so if I'm going to make this kind of change, it's gotta be now. This is actually what I wanted to do with the story mode, but I realized I'd essentially be making two games, and I didn't want to do that. 

I will take a bit here and talk about the current game and proposed changes, as well as the pros and cons to each. As mentioned, this is the last chance I have to change anything before I make the rest of the game, so whatever's decided here today will set the course for the rest of development.

Current: Randomized

The current setup has the game pick from a selection of stage themes, and then pick from a selection of enemy formations to put on those stages.  Gel is also randomly generated using a perlin noise algorithm. Background ground/air units don't have random positions, but do have differing chances on which ones will actually show up on the stage. The challenge here comes from reacting to any scenario in real time and adapting to what the stage throws at you, while learning individual formations and enemy patterns.

PROS:

  • Randomly generated stage layouts and enemies means endless possibilities.
  • Game is already set up this way so I can just keep doing what I'm doing.
  • Game keeps going until you lose, meaning that skilled players can play for a very long time.
  • It would be easier to add new content later such as new enemies/stages/bosses etc, since they would simply just add to the grab bag of things you can already encounter.

CONS:

  • Difficult to find good difficulty balance without it getting out of hand.
  • Random generation means you can't learn stage layouts and enemy spawn patterns, since there is no pattern.
  • Part of the reason this game's been taking a while is because it's very tricky for me to make this kind of game without filling like I'm just putting elements in a big pot, mixing them up, and hoping something good comes out.

Proposed: Linear

This setup would follow what I had planned for Story Mode, which would be a progression of stages with preset enemy placements and patterns. These would be repeatable between runs, meaning the challenge would come from learning the stage layout and what obstacles lay ahead. You could play the game over and over at higher difficulties to get better and try to get the fastest time/highest score/play on the highest difficulty.

PROS:

  • Can replay stages over and over to learn enemy placement and bullet patterns.
  • Allows me to play to my strengths in stage design to create a well thought out challenge for the player to beat.
  • Would allow me to implement stuff like a chain/combo meter to challenge the player to keep it going all the way to the boss.
  • Would allow me to implement the story mode more properly (though the story is very basic and would just be "these guys are causing trouble, you gotta stop them.)

CONS:

  • Would require scrapping current stages made (of which there are not too many yet.)
  • Would require some additional time to refactor the stage editor for this new format, but not much.
  • Game would completely change direction from what was shown at SAGE 2023.
  • The currently implemented 20 Phase and 2 Minute challenges would be scrapped, but would be replaced by being able to play any stage individually.

Google Form

I'm posting this Google Form to collect your thoughts on the matter. It consist of a single question, with an optional text field that allows you to explain why you feel that way. Please don't worry about me changing the scope at this stage in development, because I  wouldn't have to redo much to make this change.  However, I'll soon be filling out the rest of the content, so this is the last chance I have to change course. I just want to make sure I'm making the best out of this that I can for fans of shmups and shooting games.

Please Note: The scope of this change only affects how stages would be laid out. Planned bosses, enemy types, and stages, as well as weapons and characters, are staying just how they are or are planned to be (though existing enemies may be modified to better fit linear stages, as appropriate.)

Thank you guys for continuing to support me and Cosmogelica!

EDIT: So there's no confusion, I want to make it clear - whenever I talk about "story" mode, I never mean anything more than like, what Star Fox 1 has going on, where you're just told "Andross is causing trouble, go beat him up" and then you go beat him up. It's mainly just the reasoning for why you're playing these stages in the order they're in. The story of Cosmogelica, regardless of stage progression, is just "these guys are getting gel all over the place, you gotta clean it up"

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