Sup!
I'm sorry I haven't updated this devlog in a while! A lot of things are going on and sometimtes stuff gets forgotten.
On the bright side: we have a lot of updates to show you, and a lot of new decisions I'd like to talk about , so here we go (:
Enemies and the Extra CampaignWe finally come to conclusion on what the game progression will look like. Remember the "star-wallet" system? Well, the game will launch with a certain number of levels which will be unlocked upon certain progression has been made by the player. Those levels will be part of the
Main Campaign. Campaigns are a set of levels that feature new mechanics, new elements and new stages! Each campaign will have its own "performance currency", which means that unlocking all stages in one campaign will not grant you access to all the stages from every campaign: we do this to control progress and measure the learning curve on each campaign, since gameplay elements change!
The game will have 2 campaigns at launch, the main campaign and the Desert Campaign(placeholder name). To unlock this extra set of levels you can either gather stars on the main campaign or spend a little to unlock it right away!
- This is your army (allies), killing them makes you lose 1 stars of the 3 possible in that level
Soldier Eagle-rider Mage - The Hostage, same star-losing rule apply
Hostage - Main Campaign enemies
the Orc! Beholder - Desert Campaign enemies
Gray Dwarf Crow-riding Mage The Stone GolemChanges to the Game DesignThere is a big change we made to the game that I'd like to elaborate a little more: the way bullet types work.
In previous posts I explained how each stage would be beaten: the player would be presented with the challenge and he/she could chose between 3 types of bombs, the only limiting factor would be the total number of shots he/she had. The problem with this is when you have a stage screen that does not scroll the level design suffers, one way or another. We could design stages where certain shots needed certain bullet types and that was our design philosophy, but we figured out we were taunting players with a false sense of freedom, and this is very frustating.
This is how our bullets used to be, a choice:
THEM BULLETS! The new "don't make me choose" approach:Now the player is shown how many shots he/she has and in what order they come. This allowed us to design better levels and made it clear to players that he/she already have the necessary tools to complete the stage, now the focus is
how to do it, and thats exactly the shift of attention we wanted.
ConsumablesThe game will also feature a set of consumables: itens that are deleted (consumed) when used and provides help on a stage. The consumables are bought using another currency:
Diamonds, a "hard-currency" that will be obtainable naturally via timed events or bought via IAPs. Now, to make it clear:
EVERYTHING IN THE GAME WILL BE OBTAINABLE FOR FREE. That includes new campaigns. It'll just take more time and skill
Now those are the consumables already implemented:
-
The Shield: the shield protects your allied units for 1 hit. It does
not expire naturally.
-
The Target: shows the entire trajectory of your bullet when you aims.
To sum it up, here are some new screenshots of the game!
Voice your feedback below!
Cheers!