
The demo is released and it's fun to see streamers and YouTubers play the game. Even if not many^^ Some changes were already pushed based on the observations, and a weapon the Discord community asked for was added.
I'll drop some information here about the demo and how it continues after Next Fest.
My goal is that EA starts with at least two levels and two modes. So one run would go through two levels with a randomly assigned mode. During a run you collect Mojo, buy spells and weapons, and when you finish a run, you unlock a new ability/weapon which is then available in one of the shrines for the next run. Your spells and Mojo get reset.
The demo has no runs. It's just one level with one mode and never resets, except if you delete the save game manually.
The reactive tutorial got replaced by a guided one
A new weapon was added as requested
A handful of bug fixes
The weapon tracing got improved
The weapon tracing got tweaked to better catch the player's intent (maybe this will be reverted or nerfed)
What's next for the demo?
Until Next Fest, I'll try to add 1-2 more spells and boons. If some bugs come up, I'll fix them, but then I'll focus on the EA build.
After Next Fest, I'll spend time cleaning up the code base and the blueprints. There are some parts which need a refactor. Performance seems fine so far.
Then I'll work on the enemy AI to have a bigger difference between the monsters and to make the game more challenging.
Planned:
Add 2-3 more monsters, and at least one ranged one.
Add plenty of new spells and boons.
Add 1-2 modes.
Add at least one more level. I don't think I'll go into EA with three levels, but who knows.
Thanks to everyone who wishlisted, follows, and especially who played the demo and gave some feedback :)