I'm building a game with multiple levels that are either passed or failed - a pass being the way to unlock and progress further. Nothing new there, but the thing I'm adding to this game that I haven't in the past, is a virtual currency for upgrading weapons, buying ammo, etc.
The thing I can't decide here is what to do when a level is failed.
During the course of any level - crystals will be collected, and ammo might be spent. When the level is passed, the player gains those crystals to add to their persistant tally (used in the shop), and they have whatever ammo left they have left for any of the finite weapons.
On gameover though.. I guess the base options are:
1. fully reset every value (crystals, ammo) to the state it was at before the level commenced, so that it can be re-tried under precisely the same conditions.
2. make permanent any change to crystals collected and ammo spent. So if you used all your guided rockets weakening the big boss from around the corner, but failed the level anyway, too bad. Rockets gone. Farm crystals and restock.
Then, of course, any permutations of those principals is also possible.
I think back to Mario - any of the versions that let you keep shrooms and flowers in the bank - that's an example of what you spend, you've spent. If you burn all your stuff trying to pass a level and still can't, well, tough. What I can't remember in those games is whether you also get a persistant coin tally counting towards anything "purchasable" (other than 1ups). I don't think they do. There are obviously many other example games too, each a little different, but I'm having trouble trying to decide which system best fits.
In case this needs to be clarified - this will not be a freemium game funded by impatient people circumventing the grind. I don't really want any unnecessary grinding at all for that matter. I'd rather drive replayability through completionist/star-ranking mechanics. So in terms of weapon/ammo prices, my goal will be provide enough "currency" through normal progression to keep a healthy ammo stock and good rate of upgrades.
So I guess my question is - in your valued opinions, what is the most fun and least frustrating option for the player?
Edited by multiplang, 19 October 2012 - 09:28 PM.