A few little kinks have been worked out for boss #2, and I'm currently formulating boss #3. I'm fairly sure it's going to be an omelette.
Difficulty ramps up in a solid fashion, and I'm happy with it in its current state. I may end up tweaking the appearance of power-ups, as I've noticed the difficulty ramps up considerably the longer one plays if the speed powerups aren't attained in the beginning stages.
On the other hand, I still enjoy the random factors of the game and the various ways it can move forward, even if everything isn't working perfectly for the player.
Then there's the factor of whether or not the achievements I've planned to include will make the game more or less difficult when they are activated. And an additional game mode is being planned, as well, where the player controls the coffee cup and protects the saucer, which flies on an independent, completely random path of its own.
It's always interesting to note that even if your components are simple, when adding several simple components together, the whole becomes more complex. It's been the key to my appreciation (and skills growth) with MMF2, I reckon.
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