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A pop at the final swindle when you're out of days is a nice idea, I'll look into it.
There are two types of hack - bad sectors and secure nodes. Failing a secure node will cause you issues (mines explode, for example). Bad sectors are there for design reasons - hacking a computer underneath a camera was boring because after a time you knew 100% you had time to hack by just holding the button until the camera swept back round. With bad sectors, it increases the tension. Failing those bad sectors, however, was just unfairly punitive, it wasn't fun.
Hope that answers your questsions :)
Would feel a bit more whole in my opinion, hopefully it works out!
Working as intended on this point is fine by me, still feels just a bit off at times when there is NOTHING going on around it XD.
Is it equally awful going back to Mines 1-1 in Spelunky?
The difficulty ramps up in order to make those second/ third playthroughs remain a challenge - precisely so those opening missions aren't a walkthrough easy slog. They're still their own little puzzles.
I love that you're paying such cloe attention to the forums Dan, and given what an elaborate game you've created, I appreciate the time you've taken to balancing.
However, many of the issues I'm experiencing are due to lack of polish. If a set of spikes is only one 'block' below you, yet the ceiling is only above you, it's nigh on impossible to jump over them. Similarly, there are too many instances of ending up somewhere that you can't get out of. I know this is by design, but the best roguelikes are programmed to avoid these instances or, at least, provide means to check above and below (like in Spelunky, where it wasn't an unlockable perk). There's a lot of collision issues (I've fallen unharmed onto spikes and had my attacks clip through enemies), whilst wall jumping up to an enemy is unwieldy and almost always lands you into their field of vision.
You've made an excellent game, Dan, really. But it needs some touching up. I appreciate how busy your life has been recently (and congratulations on your new arrival!) but I hope you continue to support and improve The Swindle - iron out the issues and you have an utterly remarkable game.
Spikes are a part of that. It's about shifting your preconceptions about video games. If you don't feel you can successfully jump over the spikes *don't do it*. Games these days molly coddle you, they're scared to let you fail. Each upgrade in The Swindle is designed to overcome challenges laid out by the procedural generation. Want to get over those tricky spikes? Grab the matching upgrade. Don't like bots on a single tile? There's an upgrade to deal with that. Every instance of "I can't do that" has a corresponding upgrade. And yes- the game puts those instances in front of you before you can handle them. Becasue the other way round makes *no sense* - again, thet's the sort of lead-by-the-hand spoonfeeding I'm deliberately avoiding in the game's design.
Taking stuff out just made the game more bland, less interesting, less of a challenge.
The game's getting great reviews, see Eurogamer's review, or Game Maker's Toolkit's anaylsis. And those in-depth looks at the game really get to the crux that nothing here hasn't been pored over endlessly this end and designed that way on purpose.
While this is generally true, spikes just outside a 1 tile high entrance/exit don't really have a matching upgrade and it just feels kind of terrible trying to navigate around them.
Even maxed out on the last days I don't feel there's actually an elegant way around them at all and end up just desperately mashing the quad jump and hoping for the best or bombing, neither of which feels 'matched' to me.
Maybe it would be fun if you get a small bonus when you get back to your ship alive while the alarms are going off. I don't think it should be cash, cause otheriwse players just set off the alarm before returning to their ship and cash in. Maybe something that makes you more invested in the character you're currently playing?