It really depends on how large the scope of gameplay you want, and replayability. Are the side scroller and 1st person going to be affected by skills/xp/lvl, do you want the game to take a while to complete, or is this something somebody should be able to sit down and beat in an hour or two, do you want tons of different skills and skill sets, or just a generic mockup of basic abilities that can get stronger, but not a whole lot of room for customization? Not grinding in a game provides a player with more of the instant satisfaction and the ability to beat games very quickly once the basic principle of game flow is mastered. Grinding, leveling, exp, etc, takes longer to do and if done improperly can lead to frustrating times of 'grinding' and 'waiting for levels', but if done properly, will open channels and avenues, and ultimately add more depth long term into the game I feel a leveling system via exp is superior to all other methods because it ultimately is more involved, opens new strategies, and gives more value to a game. Want a challenge, beat it faster. How many "low exp" or "no level" guides are there for games these days? On the flip side, there are tons of people who love to grind and will try to max out every possible stat and facet of their character. I say give them the choice to do that by implementing a system of gaining exp through multiple means. ============================== Project 1 Dev mailing list to unsubscribe, please send an email request to demofox@xxxxxxxxxxx Project 1 website: http://project1.demofox.org Project 1 SVN repository: http://pyotek.com/project1