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Hm, ramping the need for them somehow sounds like a pretty good idea really. I'm not sure how that'd work, but that sounds like it'd be alot more interesting than just lowering them. |
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I mean the simplest way to that would be to increase the number of locked chests, but there might be something more clever you could do. Increasing the number of stores late game may also help but would probably make the extra credit upgrades too good (currently, you tend to wind up with too much money and have to spend a bunch on XP to keep under credit maximum if you go for, say the double credits upgrade, which keeps it under control. If you could spend all of that on useful upgrades, it would likely be far and away the second best thing in the game (after shields)). |
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Another thing to note about this is that the other two consumables that can be used to "activate" a limited number of things throughout the game - credits (shop items) and missiles (health shard blocks and other destructibles with useful things on the other side), both have other, unlimited uses: credits can buy XP and Missiles can be used in combat. I'm not sure what it would be but maybe something similar could be found for keys. |
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