Shmups tend to start off easy then steadily build difficulty. Many times I have given up on a game because the difficulty ramps up so high. It is utterly frustrating to play 80% of the game and then quit because the game gets impossibly hard. Charlie fixes this problem in Scoregasm by offering a non-linear, grid-level advancement. If you score high, you will be offered a choice between Normal or Advanced, or if you really score high then you can go to the Insane levels. If you choose Insane and you score poorly, the game will drop you to Normal levels. Thus you are always facing the right difficulty level.
|Submitted by sebastian sohn on Wed, 01/18/2012 - 14:13.|
|Submitted by costik on Wed, 01/12/2011 - 23:35.|
A plethora of puzzle games involve getting from A to B to finish a level, and Propel is no exception. Many puzzle games also hide the exit and make you figure out how to get there, which Propel does on most levels, though it gives you a large bouncing shadow arrow to indicate the direction in which you want to go. And games of this type typically have one or a handful of interesting mechanics you must master in order to solve their puzzles, which Propel does, too.