>>14251839
Maybe the easiest band-aid for the problem would just be a dedicated modding scene. I know a majority of dedicated Dustforce players play with the Dustmod, so I don't see why there wouldn't be an equivalent for Devil Daggers, especially since custom spawnsets are already a thing. Of course you'd run into the problem of a) fabricating a scoring system for a game which wasn't designed to have one and b) hosting a leaderboard for those scores, and also c) getting a dedicated group of players to play on that leaderboard so that competition is actually interesting.
Wouldn't be too difficult to make up a scoring system, though, really. You could make the dagger level equivalent to a multiplier so you're incentivized to get the highest level daggers as quickly as possible. SQUIDs that stay alive for longer could give more points when killed (based on how many waves they've spawned) and clearing the stage entirely could give a large point bonus so there's a reason to clear a wave as quickly as possible.
>>14251845
>A better solution I can think of to that is to work with loops like in Konami games, where upon finishing one loop you just play through the game again but with increased difficulty, which technically goes on infinitely until the difficulty gets ridiculous to the point where it's obvious that the game wants you to get off the fucking cab.
Could work, but I don't think it's addressing the seed of frustration. The easier thing to do would be to just remove any randomization for the spawn points for all pre-Leviathan waves, easier than predicting any hypothetically unlucky enemy arrangements and trying to account for that, anyway. It might push the game into the other direction of being overly deterministic, but it would at least alleviate some justified frustration at the RNG. You could reuse the same waves in a loop and bump up the rank of each enemy for each cycle (replacing every SQUID I with a SQUID II, every SPIDER I with a SPIDER II) but it's just pushing up the ceiling, not removing it. You'll eventually run into the same waves of SQUID III's and CENTIPEDE III's over and over again. Everyone might just have to concede that the concept can only be taken so far.
>I hope that SORATH will push out a V4 update with the advent of this review, pushing that Theoretically Imperfect/10 to a Theoretically Less Imperfect/10, if they're not too busy with Spire that is.
It's totally possible, since Sorath is a fan of Matthew and he's definitely seen the review, but who knows. Seeing how even a few randomized elements can be such a thorn in the side of a great game makes me really, really nervous about Spire.