Re: Onslaught, Audio Asteroids, released for Windows, macOS, and Linux
Fair, but easy access to lots of targets also means easy access to lots of points and extra lives. I think cutting the asteroid audible range down is definitely the right move, and your point about the collisions themselves becoming overwhelming is valid. But I think I also need to add a counter-balancing element so games don't go on infinitely.
Previously, asteroids moved faster as waves increased, though the speed ramp-up had a wide range and seemed less predictable than it was. I may introduce a slightly higher speed per wave, so even if targets in the immediate area are less overwhelming, you have less and less time to react to them as the wave increases. Thoughts?
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