It's hard to believe that I've been developing this game for a seven years. And it's even harder to believe that I'm going to release it on Steam next week! But let's talk about everything in order.
First of all, here's the game trailer:
Now, you might wonder what the heck is the "combo-based rewards"? You see, if you defeat an enemy, there's a 30% chance they will drop a shard - the local currency. However, defeating enemies also fills the combo meter and the higher it is, the greater the chance of shard drops. At x7 shards drop with a 100% chance and at x9 (maximum combo) you will always get a double shards. In other words, if you play really good, take no damage and defeat enemies quite fast, the rewards will be much higher.
But wait, there's more! The highest combo achieved in each of the completed stages are summed up. And depending on the total sum you can unlock access to the extra-levels and extra-bosses if you wish to obtain some useful goodies. These goodies are called "amulets" and basically they works in the same way as the charms in Hollow Knight.
Yeah, I know. The previous two paragraphs sounds too dull and convoluted. I've regretted so many times coming up with such a confusing combo system, because explaining how it works every time is such a pain in the butt.Also, enemies here are randomly generated. No, it's not a rogue-lite. Such randomization should increase replayability of the game and make players improvise on the fly instead of just memorizing each enemy placements.
Fateless Night is not released yet, but you can still play a free demo (which is, like, 30% of the entire game) on Steam:
https://store.steampowered.com/app/2067330/Fateless_Night/