I'm trying to find the right balance between "difficult enough to be rewarding" and "frustrating."
In GtkC I added the current score to the bottom of the page. In LwK, I added the ability to save and restore. I know these cut down on the frustration, but I'm wondering if they made the games too easy. Save and Restore are here to stay. Without them, people would just cheat to do the same thing. I'm sure the net good outweighs the net bad there. But I'm wondering about the score.
In these games, you get points for making the right choices and you advance if your score is high enough. Does seeing the score update instantly make it too easy to figure out what to do?
Would it be better if I hid the score and only showed it at scene boundaries?
Or what if I put it on a separate page you have to click to see? You could go there whenever you want, but you probably wouldn't go there after every choice unless you were stuck.
Or what if I hid the score behind generalities? "You've earned over 30," instead of "You've earned 33."
Or do you folks like things the way they are, where you always see the score?
Tlaero