Own
Moderator
It seems like you have two types of Arcade players. People who want to get the highest score possible, and people who just want to go deeper, they don't care about trying to set a gigantic score.
So I was thinking, would it help those types of players to use score as a resource? That is, you could have Score Rooms that cost # score to enter, or are free to enter and have chests that cost # score to open. Or no chest, but specific bonuses laying inside that you can see and choose to spend score on. Things that are selected at random each run. The longer you hold onto score, the better things you can spend it on later in the run.
So on Floor 2 or Floor 3, someone could spend 30,000 score in order to get an extra skill point, or two extra talent orbs, or a Stinger.
On Floor 7, 100,000 score for 1 of each potion except a Health Potion. Or 150,000 to immediately spawn a nurse.
Or on floor 12 you could spend 250,000 score on an immediate advancement to the next level. Or 100,000 on a health potion. Or 500,000 score to reduce the total health of the boss by 50% / damage the boss by 50%.
So I was thinking, would it help those types of players to use score as a resource? That is, you could have Score Rooms that cost # score to enter, or are free to enter and have chests that cost # score to open. Or no chest, but specific bonuses laying inside that you can see and choose to spend score on. Things that are selected at random each run. The longer you hold onto score, the better things you can spend it on later in the run.
So on Floor 2 or Floor 3, someone could spend 30,000 score in order to get an extra skill point, or two extra talent orbs, or a Stinger.
On Floor 7, 100,000 score for 1 of each potion except a Health Potion. Or 150,000 to immediately spawn a nurse.
Or on floor 12 you could spend 250,000 score on an immediate advancement to the next level. Or 100,000 on a health potion. Or 500,000 score to reduce the total health of the boss by 50% / damage the boss by 50%.