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edit: thanks for the gold kind stranger
Still, thanks for keeping it politely!
something i do find really strange is that your top score isn't shown outside of a level which is the first place it would be recorded. the first thing i'd like to see. i might be missing something but games of this ilk benefit a lot from tracking the score because that's a really good incentive for players to take more risks if they want to top it off. WL4 is a different animal when you're trying to push the score, certain levels are played a lot differently and ask a lot more out of you. maybe even too much. i digress since its an old game and its developers probably werent expecting me to kill every spearfish in the waters of toxic landfill to get that high number. but a good risk factor antonblast adapts here is deducting leftover health as points.
in the case of pizza tower you just lose points when hit, but the thing that makes that game's timer more intense is the 2-lap loop you can hit for additional thousands. the reocurring thing i see is that these games often use score to supplement difficulty when there's too much great game to have difficulty settings and thats actually good.
the strange thing about antonblast is that you used to be able to destroy those checkpoint booths for sweet points at the risk of being set farther back if you die. and since anton's game doesn't do anything more complex than 2-laps it would be pretty ideal to not only have the score tracked but any additional time leftover can sum up to a big payout if you want to cut corners and min/max your movements. nothing that would force you to stick to the beaten path out of concern for having a points deficit when youre chasing other bonuses during the escape but something that could leave a significant dent in the score if your timing is shoddy. i cant imagine this would be hard to implement because (on paper) devs wouldnt even have to adjust the timers at all to make this work.