(1) If feasible, an option to turn off the "Chronic SFX" (yes, use that new term I invented) would be nice. "Chronic SFX" include footsteps, gold pickups, etc.
Really? I always found the background music to be more annoying. There's a mute for all the sound, btw. Do we really need seperate volume controls? (It could be done, just a matter of adjusting volume levels....I think)
Precisely my point: it is very kool when designers think about the way people play/enjoy games. For you, the main music = annoying. For me, the Chronic SFX = annoying. Simply having a single master toggle -- SFX = ON (or) OFF -- would make neither you nor I happy.
I like the occasional SFX, since they do not detract from the music.
Anyway, as I said, the simplest solution is simply to use barely audible sounds for the Chronic SFX.
The enjoyment one derives from a song, of course, is subjective--but it is also dependent on the quality of the composition itself. A well-crafted song tries not to become stale, repetitive and monotonous too quickly. Truly, it is an art. But so is game design.
but it would be neat if you kept a "counter" for the gold pickups and provided a subtle reward (i.e. a special sound effect, possibly bonus points)
Well, we wouldn't need to -add- a counter, since we have to track when all the gold is gone. But it's real easy to string together a lot of pickups, so I don't really see anything gained by rewarding long pickup runs. In most cases, it's actually possible to clear the entire board in one go. Well, at least the one I tested with - I got pretty good at doing it.
As for different sound effects for runs....It's doable, but arkhan has to come up with them. That's the really hard part....
Clearly, to create a great scoring system, the goal would be to reward the player for accomplishing something that is challenging. So, I agree with you, the player should earn those bonus points!
However, I only mentioned the scoring system in passing (hence my qualifier "possibly" in reference to scoring). Indeed, I was primarily focused on the
subtle aesthetic flourishes you could add to the game to provide feedback to the player and enhance his/her enjoyment of the game. To that end, I stand by my suggestions. I would love a game that provided a different audible cue for, say, every 10 consecutive bricks I picked up AFTER
n (n = a minimum threshold that could vary from board to board, or from a master difficulty setting). It's a simple, fun way to reward the player. Since the chaining counter RESETS (otherwise, there is no challenge), I think players would create different strategies to achieve different feats (time-based, chaining-based, etc.).
Anyway, I certainly am not trying to argue with you or give you a hard time
. I think it is fun to discuss these aspects of game design.