Highest Rated Comments


TarkinsBlueSlippers12 karma

I figured you guys might find the devblog insightful but I removed the link for now. I'll try to answer this as best I can. We took a long, hard look at our favourite games of these genres and broke them down into prime factors, trying to determine what the fun factor of such games is. Is it the action pool of the player? Progression? Game Structure? Narrative systems? All of those combined?

After we decided what works best in each specific genre, we started prototyping the game, bringing to the table specific solutions from each of those genres. Our unique features are as follows:

- Altered State: Your surroundings change in real time before your very eyes; explore handcrafted levels mixed in with procedurally generated content and ever changing gameplay mechanics.

- Dynamic difficulty: Overcome adversity with a flexible level of difficulty that utilizes game mechanics rather than an artificial slider. Subsequently, each type of player will appreciate the challenge tailored specifically to them. Special content awaits those most dedicated.

- Dynamic and Replayable: Your actions do matter and impact the world around you. Whenever you delve into the Shattered Lands, your experience will differ, offering you brand new quests and events while pitting you against unique enemies and bosses. At the same time spotting patterns, learning them and adjusting your toolset accordingly will be rewarded.

TarkinsBlueSlippers11 karma

  1. Different action pool, we give THE player a lot more tools to deal with the challenges throw at them; abilities, guns and more.
  2. Procedural content; we want each playthrough to feel unique. Even within a single playthrough, your sessions might vary.
  3. Meaningful progression, you will have to make many difficult choices when it comes to customizing your character. Also, there is a lot of loot. Like a lot.

TarkinsBlueSlippers10 karma

We mix hand crafted level design with procedural content. Can't elaborate more at this moment in time but we are well aware of it and want to avoid bland/generic content.

TarkinsBlueSlippers10 karma

This is our first game BUT we’re a team of experienced developers from Poland who previously worked on triple A projects for companies such as Ubisoft, Techland, CI Games and Bloober Team.

TarkinsBlueSlippers9 karma

More arcade for sure, at the same time we want it to simply feel good; we analyzed countless shooter games frame by frame.

The game's depth lies in its RPG-like progression systems AND the enemy action pool that the soulslike genre is known for.