We got a lot of little kinks to work out! To the players who completed the game recently, you are awesome! Give yourselves a pat on the back. Originally, this game was designed for a niche group of players, and was created to encourage strategy, planning ahead, the use of context clues, exploration and attention to detail - plopping you into a situation where the player was responsible for working things out with their own wits, memory, and intuition. It was designed to mirror the challenges of older titles.
We didn't expect so many players to want to get in on the fun, so have decided to make the game more palateable to a wider audience. We've decided to nix a lot of the mechanics, and improve others in 1.1. Even in the context of a more classic survival/FPS there were some blaring flaws in certain areas that need to be addressed. In the final days before launch, things got a little dicey and rushed (once again), and proper testing suffered to some extent.
Some things we're changing:
- Improvement to Half-Cat's AI, as well as a mechanic where he can be picked up and transported by the player.
- Weapons overhauls and balancing.
- Objectives and "Waypoint" system.
- Enemy placement balancing.
- Improvements to tutorial map.
- Fixes/overhauls to boss mechanics.
- Color-coded keys and locks.
- Brightening up the maps considerably.
- Getting rid of the lantern oil mechanic. Making the lantern recharge.
- Useable items hint icons.
Don't worry, though - for all you hardcore players out there, we're relegating a "Classic Mode", so if you are a glutton for punishment, you can still get...punished.