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报告翻译问题
There's still some bugs they need to fix. One of the bugs is so annoying that I can't play this.
However we *are* planning a "bug fix/functionality update" in the coming months. We do want to improve the game with more features, but that's sometime farther in 2013. We were originally planning to do a demo this fall, but we had to put that on hold due to time constraints.
Symphony will keep growing! The best way to stay posted is probably to follow us on Facebook or Twitter.
Sephrax, may I ask which bug is causing the most irritation? (Apologies if it is in another post here)
Francois
Empty Clip Studios
One thing that I do not agree with (and remember I haven't played it THAT much yet) is that since points are multiplied negatively for a more powerful ship, this DISCOURAGES upgrading.... There's a whole in-game economy for upgrading and getting more powerful, but why would you want to do it if you get LESS points for it. Perhaps have one mode... the hardest mode maybe where you get less points for having a powerful ship, but through the regular progress through the game, the player should feel like his cool new ship is a GOOD thing, not feel GUILTY for it.
In short, you are penalizing us for having fun with the game mechanics that YOU made for us to have fun with.
That doesn't mean I'm still not having fun with it. I just ignore the points or they'll make me mad.
This is an interesting point. Let me explain where we are coming from on that one.
The reason we did that is to provide the longest replayability we could think of. First, to finish the game and the storyline you need to upgrade your ship to make it as powerful as possible.
But what happens then? How can we make the game "infinitely replayable" without having to provide an infinity of bigger weapons? Our answer was to have leaderboards reward "elite skills" of completing levels with underpowered ships. This would make it nearly infinitely replayable, as you hit a certain difficulty wall when downgrading your ship, where only excellent skill and knowledgeable ship configuration can provide higher scores.
In short, we think you can play the game in either mindset at any time (try to finish the game, or tweak your ship to get the highest leaderboard score). We thought of including a "leaderboard mode" which is the only place the multiplier would be exposed, but that introduced extra complexity.
Anyhow, we're happy you are enjoying the game, and hope this explanation makes (some) sense! :) During development, we found ourselves constantly making trade-offs and this was one of them. We just hope it achieves our goal is much as possible!
Thank you,
Francois
Empty Clip Studios