Despite this challenge mode is hard, I love this concept and it must be added for high level players.
3 modes is a solution, but this have a chance to bring some confusion to the player.
Maybe the training mode could allow unlocking levels and then we could keep only two modes.
I think there must be a reward for finishing the challenge mode of a set. (being in the top 3 isn't sufficient)
We could discuss about this reward.
Agreed. I think you cannot have unlimited attempts at challenge mode, and because it will take much longer, there must be some kind of 'save game' feature, to continue next time, with same balls, time and coins as at last level reached. Of course, the challenge must be an entire set, and there must be a good reward for completing this.
The Practice levels could be exactly as neverball is now, with coins and unlocking levels.
But wraps will be hard to reach, the player will certainly not risk losing a life for accessing them, lives will be precious in the challenge mode.
I thought wraps could be for high level players trying to beat the set records.
Yes, warps (note the spelling tuxmym, wrap has a completely different meaning in english) should be difficult to reach, but not so difficult that a normal player cannot *attempt* to reach it. Some of the best (of multiple) goals is a second one that can only be reached in very fast time. A good example is tuxmym's bounce.map. This second goal could be made the warp I still think that this can be an option on challenge mode, but designed and placed only so very good players can reach them accurately or in time.
It may also be wise to lock out the challenge mode, until RLK's easy and hard levels have both been completed. This would stop beginner players from getting frustrated, and act as a reward too. What do you think?
Celeste and Electronic Super Joy