you can really run this to the ground with certain tricks tho, i pr much completed levels to the point the game crashed. i like that those tricks exist tho. here's some sugg for higher levels:
- increase the lenght you have to go down before the flip occurs and fine-tune that. this way higher flips have higher difficulty.
- also consider putting in specific dungeons:
eg. a dungeon that's FILLED with bombs (death level) etc so that you can A. have more fun with the physics + domino-effect B. hard difficulty to pass thru that level but if youre good, it means lotsa extra time... C. also make it that if you try to skip it from sides (i like this feature btw), it keeps repeating the specific level until cleared. I'm pretty sure you can design each trap level so that the domino effect doesn't just run rampant through the entire level (unless accidentally moves into next "room")
another eg: put in a MAZE level that you have to clear out. i think it might work suprisingly well on this gameplay cos when you go down, sometimes the random generation makes "pits"/dead ends so you quickly have to return back up with shotgun. this happens because of limited visibility.
you can really just put in anything to specific dungeons. this way the game's meta becomes more focused on optimizing time increasing on higher levels (as some of the random generated drops/dungeons have either more limited traps or they're more sparsely spaced than in close vicinity) for specific dungeons because you'll never know exactly when one and what kind might appear.
- since some elements of the game are unbalanced, it actually results to nethack-like conscience that "this playthrough is just not optimal for me this time around" and "this time i got lucky" which i think is kind of neat.
- hmm, how about you spice things up - could you code it that when the flip occus, whatever bomb/effect/etc happened in the previous screen prior to flipping STILL affects you when you flip? which would result to funny situations of AAA ALMOST FLIPPED MYSELF TO FLAME TRAP *quick shots with shotgun to right saved his ass*. this would naturally mean that the effects/trap explosions etc are frozen in position/place tho.
- start putting spike traps on highers levels so that you have to be more mindful/trigger happy/ready with dropping. after 300 turns or so the entire levels are filled with spikes....
barf.