RHE wrote:Non score players I quess.
In fact plenty people approved the game, even at conventions etc. but none of them are dedicaed score players.
Which is the problem. With games of this kind, you should always get knowledgeable, skilled players in to do thorough playtesting, as these kinds of players are likely to look for bugs, exploits and tricks (that may or may not break a game). Getting the random casual player off the street to play ten minutes of the game is not classed as "thorough testing".
RHE wrote:Note, the scoring system itself works, it's just that nobody thought about to ignore checkpoints and go back to chain etc. which is very unusal becasue in every checkpoint based game, you can't ignore them.
In every checkbased-game since whenever, a key exploit of the scoring system is in intentionally dying at a checkpoint with a large amount of possible points available, and repeating ad infinitum. See the
R-Type stage7 checkpoint and Image Fight 1-7 checkpoint as two examples.
If you "both know" enough and "care about scoring", as you say, you'd have known that something like this can and will happen. While it is a relatively minor mistake to make, then going and stating that it's not really that much of a problem is both ignorant and a slap in the face to people who support this genre and the work of devs within.
Perhaps you should both utilise feedback in the planning and development stages, and release your work for free first, to refine your technique, before you do the paid premium package route? Because at the moment, you're not likely to get any more custom with the output and feedback you're giving at present.
Just a thought.
PS: Most counterstops that appear in pro releases, like Cave games, Batsugun Special and other older games, are notoriously hard to do, even the somewhat accidental Daifukkatsu v1.0 stage1-5 c-stop. You can't compare those high level c-stops, which take an immense amount of skill, with an accident that appears in the first stage.