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Skul: The Hero SlayerEventsDev Blog #9
Community

Dev Blog #9

Skul: The Hero Slayer · published 29 Aug 2023, 06:00 UTC

All eventsPlayers around this dateRead on Steam

Hello little skeletons, it's been a while since our last Dev Blog!
As always we hope the very best for our skeleton friends.

We are grateful for the overwhelming love and support we received from our fans throughout the process of developing and releasing the Dark Mirror update.
We extend our heartfelt thanks to our patient fans and also apologize for the delay in having the chance to interact with you all.

Since launching the Dark Mirror update, we have been focusing on developing fresh content.
To give you a sneak peek, we will be sharing snippets of this upcoming content through Dev Blogs.
The next Dev Blog will be available in mid-September.
Additionally, we would like to share some of the stories that we weren't able to reveal during the development of the Dark Mirror update.

In a previous Dev Blog, we discussed our process of creating Skul's Hard Mode. Initially, we tried adjusting the enemies' stats, including their HP and attack damage.
Skul's gameplay is all about reaching the pinnacle of progression with each run, and we wanted to offer skilled players an extra challenge by pushing them to their limits against a virtual punching bag.
However, our team found that simply increasing the enemies' HP did not create the desired effect, and we were dissatisfied with this concept after several rounds of internal testing.
This brought us back to the drawing board which we covered briefly in the previous Deve Blog.

During the development of the new Hard Mode, we found ourselves in a positive cycle of development we strived to create something that would meet our satisfaction.
However, to prevent getting stuck in this cycle, we had to make some compromises.
As a result, we added a carefully selected group of new enemies and a final boss in the Dark Mirror update.
We also introduced new in-game systems, such as the Quartz Tech devices and Dark Abilities.

While making these compromises some characters never got to see the light in the Dark Mirror update.

Here are some concept arts of enemy types that were never implemented for specific reasons.
Each one brought something unique to the game and it was unfortunate that we couldn't include them all.
However, a few did go through some changes and did end up appearing in the Dark Mirror update.

On the other hand, some notable features also survived the chopping block.

We find the addition of Inscription Synthesis Equipment to the game quite intriguing.
This small modification enables players to acquire two inscriptions of their preference, which opens up numerous possibilities.
Not only does it impact the latter stages of each run, but it also influences early progressions, enabling unorthodox and strategic gameplay.
It was a delight to witness our creation work as we intended and our fan base enjoying it.

Player progression in the Dark Mirror update revolved heavily around Dark Abilities.
However, unlike other progression mechanics, it had limited possibilities. Since Early Access, the RNG elements associated with Skul have been a hot topic among players, and their feedback has been a major concern for us.
While RNG elements can enhance the fun factor of a game, too much RNG can change its genre, turning it into a casino slot machine instead of an action game.
As Dark Mirror was designed for experienced players, we felt the need to increase the rewards they received.
This is why we created Dark Abilities—to provide a progression element with fewer RNG factors while allowing players to choose based on their strategy and situation.

As previously stated, we aimed to minimize the amount of RNG in Dark Abilities, but eliminating it completely would be a missed opportunity.
To address this, we created the concept of Curses which introduced a small element of RNG. Originally, we designed Curses to have a high-risk high-reward aspect similar to a wild card in a deck of cards.
However, we are currently evaluating certain Curses that may not offer sufficient returns compared to the risks involved.

Finally, let's discuss the Observation Instrument, which is also one of the Quartz Tech devices that was introduced with the Dark Mirror update.
This device brings the observer's deepest desire into reality.
Skul used the device and obtains a new look just like the First Hero, revealing that despite his struggles, he still wants to be a hero. Interestingly, we never thought we would add cosmetic items like the Hero Little Bone content. Although we had considered skin contents, we realized that since Skul's gameplay centres around changing the skull type, it wouldn't be the best fit for our game. Nonetheless, we always wanted to see Skul become a hero.
This is how the Hero Little Bone was created, and we hope it was a pleasant surprise for our fans who have conquered the Dark Mirror.

It was delightful to write this Dev Blog and have the opportunity to engage with our fans. In the upcoming Dev Blog, we will discuss the current content we are developing. Also, before concluding this Dev Blog, we have a small hint about what's coming soon.

We'll say a quick farewell until our next Dev Blog!
As always, we extend our gratitude to all of our supporters who have shared their affection for Skul.
We wish you all a lovely day!
Thank you.

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