Checkpoints vs. Instant Respawns (Design Discussion)
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xEbb1993x
- Posts: 462
- Joined: Tue Jan 28, 2025 1:52 am
Re: Checkpoints vs. Instant Respawns (Design Discussion)
Square Enix should do a remaster of Einhander where all the checkpoints are eliminated.
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reflectorr88
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Re: Checkpoints vs. Instant Respawns (Design Discussion)
I like how it's done in Under Defeat, where you have instant respawns in between lives and checkpoints if you continue. It doesn't break the pace of the game, but it also prevents you from credit feeding. And one nice byproduct of that game's checkpoints is that Practice mode lets you start at any checkpoint, so it's easy to jump to specific sections in a stage.
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TerminalInternet
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Re: Checkpoints vs. Instant Respawns (Design Discussion)
Heya User.
I am the game designer and developer of Gunner Blade Media Series, Designer by ourselves James and Fahsai-Artist.
Recently i've been playing the Galaga: Destination Earth and the game itself is the pretty good and mediocre console game, But it's cult-following and related media, Favorite game title like Gradius IV and V, From my development works, The game features has no continue playing, no checkpoints, no save and load game mechanism, Because its the only way with the 'Single-Game run' manage to beaten the game possible, It's playing with the single-player with the run time in the Gunner Blade.
I usually have remembered where i played Star Monkey, Aero Chimera and XOP Game Series, Does no continue playing and no checkpoints spot in the middle game, With their challenging that player manage to survive from the struggling pattern and tricky traditional difficult game to play, With aggressively and hard-core run, Much harder than Steel Vampire.
Unlike one of the other games with the Checkpoint featured in the Ultra Assault, Every time with the player can hit or damage by the enemy attack, And lose all the lives, Until it reset the game over again.
My opinions: This Checkpoints and Respawns for the space shooters is the beyond that gameplay options, But i would have to try things out, I'll make some the hard-core challenging from my game development works, Without using continue playing game, It's only way to single run same spot.
I am the game designer and developer of Gunner Blade Media Series, Designer by ourselves James and Fahsai-Artist.
Recently i've been playing the Galaga: Destination Earth and the game itself is the pretty good and mediocre console game, But it's cult-following and related media, Favorite game title like Gradius IV and V, From my development works, The game features has no continue playing, no checkpoints, no save and load game mechanism, Because its the only way with the 'Single-Game run' manage to beaten the game possible, It's playing with the single-player with the run time in the Gunner Blade.
I usually have remembered where i played Star Monkey, Aero Chimera and XOP Game Series, Does no continue playing and no checkpoints spot in the middle game, With their challenging that player manage to survive from the struggling pattern and tricky traditional difficult game to play, With aggressively and hard-core run, Much harder than Steel Vampire.
Unlike one of the other games with the Checkpoint featured in the Ultra Assault, Every time with the player can hit or damage by the enemy attack, And lose all the lives, Until it reset the game over again.
My opinions: This Checkpoints and Respawns for the space shooters is the beyond that gameplay options, But i would have to try things out, I'll make some the hard-core challenging from my game development works, Without using continue playing game, It's only way to single run same spot.
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance