Meta game
A lot of you asked for it: « what can we expect from the final game? »/ »how are you going to keep us playing for hours? »
We already have a basic idea of what we want to achieve (a roguelike progression model, various levels and environments), but the devil’s in the details. We still need to answer questions such as:
- How will you obtain the various skills?
- How will you progress through the environments?
- How will you experience various container effects?
- How is the narrative frame introduced and how will it keep you hooked?
- How will each individual level play out?
So the goal of this will be to answer all of these questions (and more), and implement the basic systems that will let us put the game together down the road.
Playable tutorial
You all had the « chance » of experiencing our image-based tutorial. It was obviously not final, but it served us as a cheap way to see what info we needed to communicate to get you started. It helped us see what needs explanations vs what is obvious (dive cooldown, anyone?).
Now that we have a better understanding of that, combined with how we’ll go about for the meta game, we’ll implement a « real » playable tutorial (which will more likely be a gentle introduction to the game rather than a « tutorial » button, since we hate these as much as you do).
We’ll iterate the same way for the meta game. You can expect another image-based tutorial for the meta-game aspects in the next milestone, which will help us cheaply figure out exactly what needs to be communicated.
Improved UI
The current menu is slick and all, but we won’t be able to fit the entirety of what we want in it. We’re planning on rewamping them (and rest assured they’ll still be as clean as they are now) to better fit our vision for the meta-game.
Improved audio
We want to explore a lot more in audio than what we currently have. Stuff like spatialization of explosions, doppler effects, we want to go crazy with the sound effects. You guys also seemed to love the track, but like everything, it gets boring pretty fast. We’ll try to get another track running for you in this next release.
Additional content
Two of the major pillars of content will be skills and containers (depending on our meta game discussions, these might end up being called pilots and ships, that’s still pending). In the alpha, these mapped to the dive and the explosion as you used your container. On top of improving what we currently have (cough cough dive cooldown cough cough), we’ll be adding one new skill and one new container effect in the next release.
What these will be exactly is still undefined (although we have some rough ideas already!), so if you have ideas, share them in discord!
Correctifs post stunfest
I knew I had a french term somewhere.
This « feature » concerns addressing all bugs/unbalances/inefficiencies we observed during our public test, together with all of the leftover stuff we had from the alpha.
Playtests (Gamescom)
Planning for these events requires a ton of work, so to make sure we’re not forgetting anything, this is also accounted for in our planning.