Orestorm Factory Demo · published
Hey all.
This is a 50/50 demo update plus a bit more roadmap.
There's been a lot of changes, since the last devlog. Most of it is still changing a lot, so I thought I'd just cover off the key ones.
Heaps of tutorial usability tweaks.
You now have a friend in the tutorial, hopefully this makes the world building and goals a bit clearer without the tutorial character being annoying.
Rebuilt a lot of the UI to be a bit clearer. Still needs a lot of work, but it all works with controllers by default now, although I've disabled it for now since I'm not happy with the in game controls yet.
Rune icons now look more like runes.
10 new relics.
Four new spells: Two damage over time spells, one that auto aims, and one that only shoots the directions the runes hit the base.
This is the last content patch for a bit while I tee up the other big stuff we've got to knock off the list before release.
If you want to see the new art assets, you can check out the video below, or give the new demo a play.
The demo is in a pretty good place right now. There's a little more tutorial work I want to do, but then the plan is to go through the following and then bulk out the content
Initial build for controller is in private beta right now. If anyone is interested in giving feedback feel free to send me a message. I've also rigged it up to work one-handed with an XBOX adaptive joystick, so I would especially be interested in hearing from anyone who typically plays games one-handed.
Building in localization for the demo is in the works, whilst I pay to get get it all translated. Translating the relics is currently the biggest challenge as its about half the word count, and is changing every patch. So at some point we're going to have to lock the relic language so we can finalize a translated demo. then you're gonna be stuck with just numbers patches until the full release.
If anyone is interested in giving feedback for any other language builds in private beta, please let me know.
Also in the process of teeing up a new trailer that conveys a bit more of the concepts, uses the new rune art, is a bit punchier, and can be built for each language, so that we can hopefully make it a bit easier to get the game seen by folks with other primary languages.
That's all I've got for now. Stay tuned for some cool stuff.