custom maps that u make your self
No. I don't want to search through a list of garbage levels just to find the 5 good ones made by others. Not to mention I think 95% of the people begging for a level editor will never use such a feature.
. Only having a game for racing isn't enjoyable.
That's just wrong on so many levels. Any game can be enjoyable regardless of the genre (people don't play Farmville for nothing you know). It just depends on the games design in general.
Exit Path's racing being "unenjoyable" has to do with the fact that it simply gets redundant because of the low amount of levels (and by that I exclude stuff like Fuzzballs which takes 6 seconds tops <_<
, which are also very straight forward in design and don't allow for much strategy (double jumping fixed this issue to a degree, because it made finding the "
erfect route" much more ambiguous).
The reason a few people like searching for hidden spots basically proves that the basic gameplay of the first game can still be improved. Because if the racing is amazing people will automatically do it more
And with the double jump. It brings more routes to each level instead of doing the same mundane thing each time.
You fail to realise that this can be done without the need of a double jump. If a stage has alternate routes that are equally rewarding, you can safely ignore double jumps when designing your level.
For example, you could have your flow meter influence your jump height. So if you manage to conserve your flow throughout the stage you are rewarded with a higher jump (which could potentially lead to short cuts). Actually you could add the double jump as an extra bonus for completely filling the flow bar. The flipside is that levels have to be designed so it's not too easy to get flow.
Personally I think it'd be a nice risk/reward system but it's probably too far in developement to implement :\\ .
Looking at his website we already know a few things:
1.) Supposedly faster multiplayer servers (which is always nice =D)
2.) "new obstacles/challenges" and "new ways to interact with the game"
3.) Working slopes
Going back to my earlier point, the slopes could actually have interesting applications. Imagine the following: You have two routes with one being longer than the other. The tradeoff is that the short route has an upward slope which slows you down and kills your flow, while the other one has no obstacles like that.
Effectively you could use the slopes are speed booster / brakes
And to try and spur some discussion: Any other ideas you guys have for new mechanics and obstacles?