I’m trying to figure out the way you move between levels, and I have discovered that certain ideas I have for my game are in conflict with each other.
I’m not expecting anyone to solve this for me, but maybe just laying everything out can help me sort things out.
My game has simple arcade-like level design. Each stage is relatively short, you clear a stage, you move on to the next stage.
I was thinking originally to have a level select screen (map); complete a stage, unlock the next one, that way you can also review your score for each stage, go back to old stages and replay them to get a higher score.
Pretty standard stuff.
But I have also been working on a small inventory system where you can get certain (consumable) items to use at your discretion. Some would allow for offensive capabilities in a game that otherwise doesn’t allow attacking, or temporary power-ups and boosts. You’d only be able to hold three at a time, and they are in limited supply, and they carry over between stages. Basically, use them to get yourself out of a tight spot, or to maximize your score.
But the problem is: if these items carry over between stages, and you can select your stage from a map, then you could just go back to earlier stages and just farm items. This destroys the scarcity; if you want that one really powerful weapon you just go back to that stage and pick it up again. Whereas it was supposed to be something you can get just a couple times, a powerful weapon to be reserved for the most dire need.
So my item system was designed more around the idea of linear progression; you complete a stage, you move on to the next stage. No going back.
It does invoke a more classic arcade style, which is nice, but that would also put off some players. Plus, now I have to put more care and balance into things like player lives, saving progress, and other things I’ve forgotten to consider.
So I’m in conflict.
Should my game just move from one stage to the next without any player input? Or should I have a level select screen where you can see you high scores and replay old stages?
Should I retain the item system I have devised? Or should I work out a new system that rebalances scarcity?