Right now I’m Betatesting the already released game DUX aka the biggest failure ever. Since I got used to like games everyone hates, I thought about how it would be fun playing this nonstop for the next few days.

I’m talking to RHE on a daily basis now and besides the obvious stuff:

-counterstop

-you can not not continue

I’ve made several other suggestions, like:

-lower the hitpoints of some enemies (especially stage 2 and stage 5)

-disable checkpoint milking (there’ll be a bonus for each remaining life after 1CCing the game)

The scoring system consists of two parts. The first one kinda reminds me of Psyvariar’s and is all about collecting bullets when being in hyper soaking mode. The more bullets you collect, the longer you’ll stay in this mode. While small bullets give you more points, big bullets give you more energy. When you soak up multiple bullets at once, the points are multiplied (small bullets) or summed up (big bullets).

The other half of the scoring system was borrowed straight from Last Hope: Hold fire button and release to shoot a bigger shot. With this shot, try to destroy as many enemies as possible and the values of each enemy will be multiplied with depending on when the enemy was hit.

I had two ideas for making the first part of the scoring system more interesting and challenging.

1. When you enter hyper soaking mode, every bullet’s value will be multiplied by the number of bullets already collected within one hyper mode time. If hyper mode is over, the multiplier resets and drops to 0 again.

-> Having it this way, one would try to prevent ever getting out of hyper mode. That means you would’ve to carefully soak up all bullets, shoot every energy-container at the right moment and chain through whole levels. This would’ve been a mix between Psyvariar and Guwange/Mars Matrix.

2. When you enter hyper soaking mode, the number of all bullets absorbed in this mode will add to a seperate counter. Now the points from each enemy destroyed, will be multiplied by this counter. Once you leave hyper mode, the multiplier resets and drops to 0 again.

-> Similiar to my first idea, one would want the hyper mode not to stop and build up a high counter first, before destroying bigger enemies. With this scoring system the regular enemy chaining could be ignored.

Both ideas would, in my opinion, add great depth and a lot more strategic planning to the game. It’s not a rare case that I find myself trying to stay in hyper mode for the whole first stage, would be nice to get a reward for that…

Unfortunately both ideas will not be used for the re-release of DUX.