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Report RSS Deadbeats Alpha Blog

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Alpha DevBlog

Hello, my team and I are making a dungeon exploration game that incorporates rhythm game gameplay as combat.

New Changes

  • Added different difficulty modes to allow experienced players to have more of a challenge
  • Added special enemy projectiles that tie into the HP and Mana systems
  • Enhanced the dungeon’s aesthetic
  • Added more VFX and SFX to combat
  • Added more, longer combat scenes
  • Added a new player spell
  • Made HP persistent between fights
  • Made healing spells consumables
  • Various bug fixes

Motivation

The motivation for many of the changes above are that we wanted to implement the rhythm game-like combat within the context of a magic-driven dungeon exploration game. For example, the enemies can fire projectiles that tie into the HP and Mana systems, such as a unique projectile that reduces the player’s mana if the player is hit by it. The player must now prioritize some projectiles to pay more attention to compared to others.

Another example is that healing spells are now consumables (rather than unlimited use), where if a player uses all of them in one fight, they may lack survivability in their next fight. This, alongside the fact that if you end a fight with less than full HP you start the next fight with the same HP, means that the decisions that the player makes in one fight impacts their performance later in the game.

Upcoming Changes

  • More visual effects to combat to make it more satisfying
  • Tweaking the story/beginning of the game to better illustrate the player’s motivations in this dungeon
  • Creating a more accurate method of calibrating the player’s audio delay
  • More spells and enemy mechanics
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