I agree with you Musicalman. Also yes, I drew up a very tentative outline at the beginning of the project. That has actually kind of been the pattern of this game's development; I draw up a base outline, think on it, begin implementation and experimentation, and change the outline a little bit. So while I knew I wanted to add showdown, and that it would entail the destruction of the cannons and or throwers, I didn't have a completely concrete plan, just the stuff I'd written in the base outline. So the other day, I decided to sit down, and seriously think: what can I do to make this mode fun, different, and offer something that none of the other modes offer? See we have normal which is conventional, rigged which is a bit more difficult, insanity which is a kind of bonus mode based on a powerup in rigged, flat scramble which is without platform, survival which is not only rigged, but rigged with no health increases and just enough health to be considered alive, and of course the minigame... so what can showdown do that is different? And that's what I've been doing. Ultimately I'm very satisfied with what I've done, I just want to do as much as I can to make the player experience a good one, and not only have fun myself, but make the players feel their money spent was not on some half ass rigged together clunker. But also, there is an end goal I want to reach, and I'm doing what needs to be done to get there, if only watering the plants on the side of the trail to make the place a bit more interesting. Scramble is still what I've always wanted it to be, but evolution and deviation... those make things more interesting and unique. Tell me one big project that has stuck fast with no deviations, to draft 1 of its initial design plan. Ruff, first day of brainstorming, draft 1 that is.
If you have issues with Scramble, please contact support at the link below. I check here at least once a day, so this is the best avenue for submitting your issues and bug reports.
https://stevend.net/scramble/support