: I think we have to make a decision with this level. There are several
: options, depending upon whether we keep the Mace the way it is or not. If
: we abandon the recharging capabilities of the Mace, then I recommend we
: have a 3x canister (or perhaps 2x) available at the beginning of the next
: level and a PB somewhere within the level. It's just unfair to the player
: to navigate that difficult final room of END GAME, and also expect the
: player to survive the final level as well. Again, this is assuming we
: abandon the Mace recharging. If we keep the Mace the way it is, or tone it
: down a bit, then I would still recommend a PB somewhere on the final
: level.
The ability to recharge via the fusion mace is a significant divider. Figure this out, and the game is trivial. Don't figure it out and the game is nearly impossible. Ian, this was really a clever idea, but something tells me you never intended for this "secret" to be quite so powerful. Now that the secret's out of the bag, something has to be done to tame it. Our options, as I see it, are:
1) Leave things as thery are
2) Disable the mace (maybe a new second trigger function) and provide more power-ups/rechargers
3) Reduce the regenerating capacity of the mace
4) Limit the maximum shield strength that can be delivered by the mace, if possible
5) Use beatles & ghosts to penalize the player for super-charging
Well, this is your scenario, so we'd really like to hear your preferences on this. Doesn't mean we'll abide by them, but it probably would make a difference to us knowing what you think.