I was pretty sure death was too punishing so far in sixty second shooter. That was one of Tomo's pieces of feedback - it breaks up the action for three seconds, lowers your multiplier, and eliminates all the enemies (giving you no points for it) meaning you respawn into a target-poor environment in which it's hard to build chains.
Probably people will just restart the game at that point, I thought.
On the other hand, if death isn't punishing enough, going through the 'next level' portals becomes an easy choice. Always go - ideally, I'd like players to judge their own skill level and hang out on the level they feel they can handle.
And I've been recording the number of deaths in the high score database, and turns out the top scores often have one or two deaths.
So - seems okay for now. I am going to shorten the time of the death cycle, because it does break up the action, but keep the multipler change and enemy evacuation as is...