Hi there, folks! Paulo here, bringing the updates on the Demo! There are tons of little things that we changed or fixed, but I want to focus this post on these:
Weapon Variety
We’ve listened to feedback and have been working hard to increase the variety and improve the game feel of the weapons. We believe that when a weapon makes you think differently to engage with an enemy or level, it is doing its job. So now you can aim up and down with weapons like the bow and the boomerang! We also reworked Shango’s Axes to be a hold-and-release type of mechanic, and if you time it right and release in the sweet spot, you will 100% crit. Pretty sweet! Pssst! Quick tip for you reading this: the game is not teaching this yet, but hold Right Shoulder button to stand still and aim around!
We are working on new weapons, with new submechanics, so stay tuned for further updates!
AI Director
One of the great challenges of developing Talaka is to keep it fast, understandable and beautiful at the same time. Sometimes, a feature looks great, but hinders visibility. Sometimes, enemies gang up and clutter the screen with projectiles and simultaneous attacks. That is why we created an AI Director, a feature that should have the ability to pace the game more properly, mitigating the chances of putting the player in the middle of a totally chaotic situation with nothing to do but take damage (and die). This is v.1.0 of an ongoing feature that will be fine-tuned as time goes by, but in this update it is already pretty noticeable how enemies now have new behaviors and sometimes even wait for their turn to attack, keeping the fight more manageable for Talaka. I hope you like it!
General Improvements and Fixes
Since Beta testing wrapped up, we have finished over 200 tasks that include improvements, polish, and bugs. Hopefully, the game is becoming more and more what it needs to be for you all to really enjoy!
Until next time!