Exciting stuff on the horizon, you who have been waiting for a new update on the game won't have to wait for much longer. We will share a bit of our development process in these devlogs and if you'd like feel free to share your thoughts on these ideas with us.
Demo & Gamescom
Yes you read that right, we're planning on having Clönk making an appearence on Gamescom. Our goal is to have a new cool version for you to try out when Gamescom starts. We're working hard trying to change, fit and implement new ideas and your feedback into the game. We hope that we can show you some of the things we have planned for the game then.
The new version that we want to roll out together with Gamescom is what we want to be the Demo version of game going forward. So don't fret that the playtest will end. You'll have a Demo you can play to your hearts content. It'll feature more of the things we'd like the actual game to be.
Design Ideas
To be perfectly clear, these are some of the ideas we've come up with and they are subject to change.
Temperature Mechanic
There is this idea of having the machines overheat in certain conditions. It could be standing in lava, hit by fire or shooting too much so that your gun overheats. We saw potential to expand upon this, we imagine a temperature meter filling up as you get hit by heat increasing effects (such as fire, lava and other very hot things).
in this system If you overheat you'll be dealt a large chunk of damage. This could be a fun extra layer to gameplay we thought, but we didn't stop there. We then considered that maybe you'd want to increase that heat meter for an effect to trigger. What if when you reach the heat cap you'd trigger an effect or an upgrade that could for example cause a larger explosion in an area around you, or make you shoot fire bullets. certain effects could let you'd loose a chunk of the heat buildup you had so that you can build it up again.
Naturally this would also apply to enemies. It would mostly serve as a second way of killing enemies. Kind of like Sekiros poise mechanic where they essentially have a second healthbar but that healthbar regens back if you don't keep the offensive.
This is easily expanded upon we noticed. You could also have it go the other way and freeze the victim if they get too cold and have a different effect/trigger there. This thought would lead to the idea of Damage Types.
Damage Types
A feature like Damage Types would expand the way we approach both Upgrades but also Enemies to give them more depth. Different types would have different interactions for both you and the enemies, but also if combined with others they could trigger effects. Some examples of damage types we would like to add would be:
- Fire
- Freeze
- Wet
- Electricity
- Explosive
Some enemies may have a certain reaction to a damage type that you the player can take advantage of. Some may explode if you shoot fire at them and others may burn from it. We'd like for this to also be a defining factor for the areas you're in. So when you're progressing through levels you could have an idea of what you can expect and perhaps utilize that knowledge and the tools presented in your strategies.
Boss Improvements
Not even the bosses are safe from our ideas. You're probably all familiar with the boss of the playtest, we've decided to make some improvements to the boss. So what kind of improvements you might ask?
We wanted to make the boss more fun to fight against. So we thought of making new attack patterns that are more defined and easy to identify for the player. The result of the these changes should give the player more breathing room to position and plan ahead as the fight unfolds. TorN as a boss is currently quite flawed with the old design that was an endless barrage of shots, but with these new separated attacks the fight should now feel more dynamic and fun.
Spin-Fire C

Here's a sneakpeek
