In Love Me Not you are a flower that climbs out of a cave. The cave has been cursed by a witch, so the level is regenerated above you whenever you fall.
This is similar to the procedurally generated levels in infinite runners like Doodle Jump, except that instead of erasing the entire level on a failure, Love Me Not only erases the most recent sections. This style of level generation is novel to me. For the purposes of this post I’ll call it spool generation.
I often simplify a player’s time with a game into a “novice period” and an “expert period”. These are usually characterised by different goals. In Love Me Not a novice’s objective is to escape the cave by any means necessary, while an expert’s objective is to escape the cave as fast as possible.
Spool generation had some natural effects on the novice period:
[expert period] I wanted to find a scoring system that could bring spool generation back into the decision space of an expert player.
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