Doctor Butler wrote:50 stages is extremely excessive. The more content you have, the shittier each individual element becomes, since you can't give each stage the attention it would need. Most people would rather play 5 tight stages in a brief, but satisfying game, than 50 generic stages in an over-bloated, patience-grating monstrosity.
On top of that, most STG players treat their games like running-tracks, that they can go through time and time again, taking note of their improvement every time. Few are willing to play through such a long game multiple times.
5-6 stages, clocking-in at 30-40 minutes would be just about perfect.
Thanks for the insight. I definitely don't want the game to feel bloated.
On paper the game is mapped out to be beaten as fast as 12 minutes. But admittedly that would have to be an insanely skilled player. The reasoning is that it is an open world game and a player only needs 72 stars to enter the final stage and up to 3 stars can be earned in any given level. Each level would take 25-35 seconds to complete (at the speeds necessary to enter the final stage after only 24 levels).
Perhaps you can chime in on what you think, but my vision is for people to take routing into consideration, to give the player a sense of freedom, breaking up the game into smaller chunks. (and perhaps getting ahead of myself, but I'd like to have lots of options for people to compete for high score/fastest time so less likely for a few players to dominate every scored aspect of the game)
On the other hand, you're correct that in order to create this freedom, lots of content needs to be created that many players may never see, potentially impacting quality of what they do see.
I think maybe the best approach would be to focus on keeping each level short (shorter than a typical level) so the combined total of content is more in line with your mentioned 30-40 minutes but still segmented in a way that keeps the open world/routing concept.
The good news is I have no deadline. As a hobby project, I'm willing to put in as much time as it takes to make a game everyone can enjoy and was expecting a full year of level releases to get to the 50 level mark (starting with 12 levels later this year).
Again, thanks for the insight. I really appreciate the feedback!