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At some point, the game stops giving new targets and enters timeout. However, it's optimal for player to wait that out by keeping the ball captured by flippers or, if he lost a ball, by not launching another ball until the timeout has passed.
It's better to define that timeout not with time passed but with points earned.
The text was updated successfully, but these errors were encountered:
There are two missions, "fusion burn" followed by "fusion unstable", that have a 30 second wait time. I like your idea of adding a mission step that involves accumulating a certain amount of points. This will involve building a new type of mission dependency.
At some point, the game stops giving new targets and enters timeout. However, it's optimal for player to wait that out by keeping the ball captured by flippers or, if he lost a ball, by not launching another ball until the timeout has passed.
It's better to define that timeout not with time passed but with points earned.
The text was updated successfully, but these errors were encountered: