hello everyone! i've been working on the game slowly but steadily. things are getting decently close to completion by now. here's some of the cool stuff i've been doing
All the main layers are complete and in a playable state!
i've been trying to make sure that the later layers aren't too brutal to go through, since losing multiple hours of progress isn't very fun. there are 10 main layers, an 11th shorter layer and an optional bonus ending sequence.
i also sprinkled more drill pods around the world and made them easier to use, since runs can get very long.
There are 3 playable characters!
you can choose between the experiment and 2 other species when starting a run (granted, you have to unlock them first by finishing a run with the previous character). each character has their own stats and unique gimmicks, and each one has their own playstyle that works best. replayability!!!
i was sure this was going to be one of the hardest parts of the game to get working, but alas, each character took me no more than a couple of days to get working fully! its also possible i'll add more characters post-launch, but that's a big maybe and only if i feel like it—don't count on it !!
steam achievements will be a thing on release!
there's currently over 30 of them, but that might change with updates as i get more ideas for them.
i'm trying to make sure that none of them are too grindy or frustrating to get. you can bounce ideas for them in the post's comments, i might like the ideas for a couple of them!!
losing limbs is no longer permanent! (it could even be an upgrade!)
the game has a simple prosthesis system now. there are 3 tiers of prostheses, with the last one being a direct upgrade to your normal, fleshy limbs.
the system is rather simple, but it does have a couple of its own unique mechanics—repairing and maintaining them is different from healing normal limbs. as a bonus, you can now lose both legs at once! i assume people will expand upon this system with mods, which will be cool to see
the game should be a little bit easier as a whole. some traps are more clearly telegraphed, certain injuries are less debilitating, combat is less finnicky. you'll probably have a better time compared to the demo
there's a bunch of small QoL stuff. the lockpicking kit works from anywhere in your inventory, wood block drops are more consistent, amputating limbs is easier, brain damage is not as punishing
you can beat the game now. in a couple of ways, in fact. cool, right? there's still more work to be done on the endings, but as of now i think they're pretty neat
i'm still aiming to release this game later this year. remember to wishlist it, number go up is good!! also, here's a little sneak peek of a new track, with two variations:
stay safe and byebye!!! - orsoniks