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Your proposal is very interesting, but most players will play the game alone. Since there's no online leaderboard, the scoring system doesn't make much sense. However, the star system could provide satisfaction, encouraging players to complete the game 100%.

I could even add an additional star (perhaps a trophy) to those who complete the level in a very limited number of moves (a number I'd have to figure out myself).

Your plans with that stars-system sounds interesting. But, just wanted to mention, you don't necessarily need other players around, to want to know your best score, because after all, you don't want to have to write it down every time. Plus, there are times when you might want to show your highscore to a buddy, to compare it with his best score, and so on. So, a highscore-list definitely serves a purpose, even if you're playing solo, just wanted to mention that.

That said, the star system you described, sounds pretty good, too, as I already mentioned. Fewer moves, to complete a level, could/should also mean earning more stars, that could also rise the motivation. However, if a list for the score isn't planned, the game should at least display the highest reached score so far, somewhere on the screen and save it to disk, when a player makes a new highscore. Maybe a player wants to know later on, how many stars he already had achieved, after all. So, these are all just suggestions, of course, it’s up to you, how you actually do it.

(+1)

Yes, actually, I could add a scoring system for each level—one that can be improved beyond just the number of stars earned, allowing for comparisons with other players; I just need to figure out the right formula to calculate it. Thanks as always for the suggestions and support!

You're welcome. I'm always happy, when someone actually takes up suggestions (and I always have alot of suggestions to many games *lol*).

Keep proposing new ideas. They are always needed, even if they are only partially developed—or not developed at all. ;-)

I will and I do give the matter some thought and consider it carefully, before making any suggestions. I wouldn't even bother proposing anything pointless. Since I’m not a programmer, though, I can’t always say, whether it’s technically feasible to implement, exactly as proposed. :-)

Just saw, that you released a new levelpack. That's great. Does this levelpack now has this undo-function included?

No, unfortunately, it's still based on version 1.0.1, so there are no significant technical updates. It's just a level pack. I hope you'll enjoy it anyway.

Yes, of course I will enjoy it, because it's simply a great puzzle game and I also enjoyed the first levelpack, that came out and have it played through. Maybe, when you have the undo-function ready, this feature could be included in the already released versions of the game afterwards? It's very often the case, here on the website, that a v1.1, v1.2, v1.3 etc, of the same game is released. You might want to think about it.?

The level editor is very flexible, so it will also be possible to use a future version of Gravity Snake with the levels that have already been created. I'm already working on the next version of the game.