- Story Mode
World Map
I really like Lugaru's World Map - it gave you a sense of going somewhere rather than it being just an arbitrary series of levels. Something that annoyed me though was the fact that you can't replay levels you'd completed. The map makes it look like you can but you can't. This is the sort of thing that's not hard to implement but would be real worthwhile for two reasons:
- 1. You can replay your favourite levels without going through the whole story again to get to them
2. If you get stuck you can replay a previous level to practice their skills and let out some frustration
Another way of helping out players who get stuck, without making the game too easy, is to give them multiple paths. Rather like in World Of Goo: if you get stuck on one branch you can go back work on the other. Whereas in Lugaru you could get stuck and have no option but to retry over and over again, this way you'd be able to come back the level later on without leaving the game frustrated (logic denotes that if a player leaves your game frustrated, they may never come back).
Of course there are two problem with this: one is multiple levels taking place in the same area, or generally the whole thing getting hopelessly tangled up and convoluted. The second is the suggestion that there be a small amount of branching story later on in the game.
Both of these issues could be solved by using multiple pages (Acts? Chapters? Parts?) each one with their own paths: a new chapter would start whenever Turner returns to a friendly city to recuperate. Or perhaps each chapter would be in a different part of the world (again, as it was in WoG). Either way, depending on your decisions throughout the game the last couple of chapters might be slightly different.
Branching Storyline
"Throughout" is the key word here. Obviously if the story branches from the beginning it becomes impossible. However, it'd be nice the eventual branching wasn't based on one event at the end but rather a accumulation of previous choices that nudge you into one ending or another. Like in Abe's Oddyssey: you're never given an explicit choice but your decisions do come back to haunt you. Likewise in Lugaru the choice whether or not to kill or merely subdue enemies, especially important characters, could have an impact later on in the game (they could perhaps be added into later levels, possibly as allies).
Hang on! So you can replay levels, yet what you do in them determines how the game ends? Won't that lead to all kinds of weird space-time paradoxes? For example, if you're fighting a boss in Chapter 3 who you spared in chapter one, can you go back to chapter one and kill him? Would this change Chapter 3?
The best solution would be "no": you can go back to Chapter 1 but it won't affect subsequent chapters - once a new Chapter has been started, choices made in previous chapters are "locked in" so to speak. You can replay those levels but it won't affect the story in any way. You could also "lock in" the first play-through of any level, but I think it's better to give the player a chance to replay the level till they're satisfied they've been as brutal/merciful as they can, and inform them that they're about to enter a new chapter with a little tooltip similar to the "start new campaign" one in Lugaru.
Better get on - might add a bit later