
Improves understandability of game overs which was by far the most common complaint since release. In the past the binary nature of one-hit deaths resulted in frustrations as there was no warning possible. Also increases the elasticity of the game challenge. This will affect the gameplay dynamic as it is now possible to intentionally take damage to get to a bomb.
Removes the punishing nature of falling off the arena while keeping effectively the same playspace as the recently introduced arena limit. As a reminder having a limited arena reduces the amount of invalid options such as running infinitely backwards/forwards or making too big of circles. Since the game gets harder over time this only ever resulted in slower and more frustrating deaths which were not obvious to understand. It also increases the required decision making and adds more positioning and meaning to space. So overall this improves the depth tree for both beginner and expert players.
Better fits expectations of when taking damage relative to enemy density. Also increases decision making by having to avoid enemies more and adapting to their patterns. This changes game feel so it might take some time to get used to it.
Encourages more vertical play and reduces repetitive single jump strategies.
Speeds up pacing and balances out the increased survivability of the player due to adding health.










