
It seems the most deviating factor at this point may be the thru brick power-up. The problem is to find a balance between lackluster gameplay and a fair challenge for everyone. I suppose there will always be someone who wants an endurance challenge instead of a more action-paced game. I believe the same idea should also retain for the thru brick power-up, which currently does not affect the active paddle and ball bonuses. One could argue to some extent that endurance is also part of the challenge but I have to digress to any such notion, because DX-Ball 2 should be a fun and action-filled experience for everyone, including players who want to test their paddle and ball manoeuvring skills for the bigger points. I believe it would be justified for the fireball to maintain the active bonuses for ball speed, paddle size and ball size, as these factors alone is what truly determines the challenge of the game. The factors that do determine a player's skill is the paddle size and the ball speed, and debatably the size of the ball. The reason why I think this is imbalanced is because the fireball does not directly affect the factors that determine a player's skill: to keep the ball in play. But even since the original version of the game, the fire ball also penalises the player by eliminating all active paddle and ball bonuses, rewarding only 8 points per brick cleared. The fireball is one of the most engaging and fun power-ups to experience in the game, as it is both a visual treat and excitingly speeds up the brick clearing. In particular, it was the fireball that came to mind. However, I have come to observe that playing for the higher score may have a tendency to become a somewhat lackluster experience.


DX BALL 2 GAMEPLAY HOW TO
I think when planning and structuring a proper scoring environment, one has to take into consideration how to make the gameplay both fair and enjoyable for everyone. I have been thinking about the balance between having fun while playing the game versus playing for the better score.
