Novice players who lack weapon utilization mastery tend to ONLY use blaster, although this sounds obvious, they seem to prefer it and refer to players who use other weapons as weaker. They think blaster requires the player to be more 'skilled'; I suppose being good with blaster reflects a players accuracy, but is only one skill shown by the player and should not be used to assume the players skill as a whole, which is a number of other various skills, such as using weapons for the right situations as I mentioned above.
A level...or levels oriented towards having a player use blaster exclusively will have to be designed not with an open layout, but fairly cramped in a good sense. Because the standard level, which is normally open, is only open to allow dodging weapons like seekers. Since blaster is a straightforward weapon, open layouts only make this weapon more frustrating to use for obvious reasons. So focus on designing the levels based upon the characteristics of the blaster.
The good thing about this concept is that blaster does not lack 'special' abilities that the other weapons have. The blasters' abilites simply are not usefull and negated by other weapons and their abilities. So this is a chance to take advantage of the INFINITE ammo in combination of rapid fire capability and even 2 hearts damage with the powerup. So indeed this is a good idea if you manage to make the levels interesting to play. With layouts designed DIFFERENTLY than a typical battle level.
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