I'm writing a mobile game where the player has
- a limited number of clicks to direct their avatar to the bottom of the map
- into a bronze, silver, or gold basket
- land on his/her feet, head, or side.
I'd like to take each of these into consideration when determining the score.
On level 231, the lowest possible clicks to get into the bronze is 2, silver is 4, and gold is 7, with a limit of 10 clicks.
So let's say the score is calculated like so:
- Basket: 1 point for bronze, 2 for silver, and 3 for gold.
- Landing: 3 for feet, 2 for head, and 1 for side.
That means the possible outcomes are:
- Bronze: 1, 2, 3, or 4
- Silver: 2, 3, 4, or 5
- Gold: 3, 4, 5, or 6
Now that's all good because I can make a 1 star 3, a 2 star 4, and a 3 star 5 or 6.
But now, the remaining clicks come into play: I originally wanted them to multiply the score. 2x for 1 click left, 3x for 2, and so on. That means getting a fast bronze is better than getting the harder-to-reach gold. Raising the base scores to 1, 2.5, and 6.25, respectively, messed up the other levels.
Does anybody has a solution I could try? I don't care if the points go into the hundred thousands. I want to reward players more for gold, with other elements to keep them interested and feeling accomplished after player a level.