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@Xarly said: As it stands, the team prefers people to have fun and come often, rather than playing for too long and potentially feeling frustrated and even burning out. That's why the mechanics now aim for a better mechanic and a more fun and engaging experience.
Hi @candysodacrusher!I don't have an answer to everything, it's a big game and a big team after all, taking lots of different design decisions all the time. The different rewards are considered more or less powerful(I don't know in what order) so they can be handed out with some sense of balance. Whatever we do needs to be with the game balance in mind, it would be less fun if the game is too easy all with having powerful boosters all the time. Or too hard of course. It's all very dynamic, and it affects level designs too. A booster inflation could cause a need to redesign 3000+ levels in the end.I know this is not exactly answering your questions, but it's all I have for now..
Hi everyone,We would love to know your thoughts on Rainbow Streak's new look.How easy is it to understand the new Rainbow Streak?What do you like about the new look and why?Any other thoughts?Last but not least, don't forget to vote in the poll below 😉
Rainbow Streak showed up in my game for the first time a few days ago. The first thing I noticed was that it explicitly shows you what happens if you don’t manage to keep the streak going. I also have to say that I miss the graphics associated with Rainbow Road, which were more fun/entertaining.Which do I prefer? Tough to say. I can see where the Streak version is more conducive to encouraging someone to use extra moves to keep the streak going but I suppose whether a player chooses to do so depends on how important it is for the player to keep the streak going. For me, the decision to use extra moves is more dependent on whether I think the extra moves will allow me to complete the level than keeping the streak going.