It feels like I've been working on Firecracker Fight's Endless Mode, you might say, endlessly. But when you're building something that seems too large to manage, it's a good sign you should break it down into smaller, more approachable pieces. Today I'll show you my first look at this, straight out of the dev build. What I'm seeing, you'll be seeing!
What is it we're seeing? I was beginning to wonder if 50 stages of unique game play was going to be enough. People could have mastered all the moves and tear through that in an hour. Or would five stages be too much? Unlike the 20 individual levels, you've got to conserve your health and just survive the whole journey. Fortunately my team kept me realistic. We decided to make the first eight stages, and see how it plays!
The beauty of having a game on the App Store, and up on Google Play for you Androids, is once you know what you forgot to build into the game, you can rally the team and put out an update. So I'm only concerned with making a good, fun experience for your first playthrough. If it needs more substance to satisfy the core Firecracker Fight player, we can extend it. Today you'll see how quickly those first eight stages of Endless play out for one reasonably good player. But unable to find any reasonably good players, I took a stab at it myself!
That was fun! Of course we'll be hard at work on the details that will make that even more fun, much more playable, and probably survivable. I envisioned the enemies having a first-shot delay, so the alert player can pick them off before they damage you. That will be essential for balance of this level, and of course the development team is already working on that. But it takes time, and we can expect that in the next build!
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