I got some good feedback from the first players. Thank you so much for playing and sharing your thoughts on the game. I couldn’t address all feedback in this update, but managed to get a good chunk of it, and set up to continue for next patch.
The previous menu was functional, but fairly limited for extension. Plus, having it use 2 columns, and requiring 2D movement proved to be far too cute to be useful.
Now it is streamlined as a tabbed, column menu. This should make it easier to extend with new tabs as needed.
I hope it this improves the navigation. Feedback welcome!
The new menu came off needing a place to display the controller bindings for the game.
There's a version for gamepad and for keyboard.
⚠️It currently only shows the bindings, there is no re-bind capacity at the moment. Rebinding is prioritized for the future based on demand.
The ability to dash was underdeveloped so far. With this update there will be new upgrades that cue off of dashing. There’s also a new pipeline in place to have more interesting interactions with the dash.
There will also be a way to unlock invulnerability frames globally for all character.
There are some other dash related goodies hidden behind the fog. Down the line there will be more upgrades and mechanics that work with the Dash.
Thank you for the feedback.
One thing I’m currently working on is the “pacing” of the game’s action. I’ve heard a lot of criticism about the “Sword’s” recoil and I’ve addressed it.
Sword recoil is greatly reduced.
On top of reducing the recoil, the sword has had a major increase in attack rate and a reduction of slow down when attacking.
This means that it is possible to attack more often and hold unto control much easier.
All of this is part of an ongoing overhaul of the game’s pacing. There are other minor changes to the game’s speed overall which look to make encounters more engaging.
I’ve gotten several feedback on the game’s difficulty. While it is meant to be hard, I do recognize that a lot of the “difficulty” comes from the lack of power, limited options (especially right at the beginning), compounded by the aggressive enemy spawn.
While the changes to the pacing mentioned above do make the game “faster”, the changes to the Sword should far outpace the added pressure, making for a more empowering experience.
Please keep giving feedback on the game’s feel, pacing, and difficulty.
Void Regalia looks to be a mix of “Twin Stick Shooters” with “Horde Survivor” systems. While I’m not looking to make it an extremely hardcore twin-stick game, I’m also not trying to go in the “idle-like/incremental” genre direction.
There should be a balance between the actual controlled gameplay, and the automatic growth in power. The goal is that players are always in control, and that this control is required.
There are plenty of options in the Horde Survivor genre that already veer into the “pseudo-idle or incremental” style. Void Regalia is ideally pointing in the opposite direction, while still allowing for some amount of automatic gameplay.
While I couldn’t address all feedback this week, I expect to keep adding them over the upcoming updates.
Once again, thank you for playing, and thank you for expressing yourself about the game.
Kind Regards,
BoO