It's quite interesting how damn near impossible it is to balance a game like that. When I first released it, it had no expert mode. I tried to make the normal mode challenging for most people without making it too frustrating. The feedback I got was mostly "it's way too easy", but I also got a few comments, particularly on Kongregate and other sites that appeal to younger users that "it's way too hard".
I also got a few emails from school teachers wanting to use the game with their students. Even the normal mode can be extremely frustrating. To please everyone I would need at least 3 or 4 different settings, I guess.
tl;dr: The touch typing speed among the population is fantastically diverse.
Also, thanks for a surprisingly entertaining, and maybe even useful game :)
Ideas:
> Smaller words protected by a "forcefield" of a bigger word.
> Wrong letter halfway through spelling could make the enemy ship shoot a "backspace" torpedo that can only be destroyed with the backspace key. So three wrong letters would shoot 3 backspace torpedoes at you.
> Two long words reaching out could a tractor beam.
Great effort though, thanks!
Then we could even have CUA, Emacs and Vim key bindings. The lower levels will be manageable with just backspace and cursor keys. The higher levels will require advanced editing skills.
There could be two high scores too. One for the player and one for the editing method (like drivers' and constructors' standings in Formula One racing).
unless there's careful selection of the starting letters of words that are thrown at you, you will end up targeting something unexpected and taking big penalties.
that doesn't seem fair to me.
ZType.WAVES = {EXPERT: { wave: 0, spawn: [], spawnWait: 0.3, healthBoost: 0, types: [{ type: EntityEnemyOppressor, count: 3, incEvery: 4 }, { type: EntityEnemyDestroyer, count: 5, incEvery: 2 }, { type: EntityEnemyMine, count: 10, incEvery: 1 }] } }
And then start a game on expert mode.
You can mess up with the values to make it harder/easier.
I can get up to around 110wpm without errors in a general typing test, but because of this constant mistargeting, I was capped around 60wpm with 90% accuracy.
Still though, very fun game, even if it's not indicative of actual typing speed...
> I can get up to around 110wpm without errors in a general typing test, but because of this constant mistargeting, I was capped around 60wpm with 90% accuracy.
Same here, most other tools measure me at ~130wpm (if I'm nicely warmed up) but I couldn't get above ~65wpm/93% accuracy on the game.
I'd agree with the other comments about a faster progression through the game. I'd like it to quickly move forward to roughly the level I want to be on. Shunt me forward a lot, if I die then shut me back half way from where I was (e.g., 1 > 20 > 40 (died) > 30 > 35 (died) > 33 > 34, etc).
In my ideal 'expert mode' I'd want to be playing so that it quickly finds a level that I can complete a certain percentage of the time but allows me to die a few times on a level before assuming that one was too much for me; some times you get caught out by something random that causes you to fail to complete on a level you'd normally have no trouble on.