New Patch
We will be rolling out a new Patch today with some of the things that are left from the Alpha stages. We have been focused on getting the last things done like Improvements to the hub room and other rooms. Soon we can proceed and move onto the next stage which is Beta. We're almost there and we hope you are as excited as we are for what is coming up next.
Design Ideas
To be perfectly clear, these are some of the ideas we've come up with or are testing currently, and they are subject to change. They are not in the game as of yet and we cannot say when/if they'll be. This is just to share some of the thoughtprocess we have and give you a chance to express what you think of it.
Challenge Rooms
Challenge rooms are a new type of rooms that would add some extra decisions in choosing which direction to proceed in. These rooms will be a bit harder to clear and and more rare than normal rooms. If you decide to enter a Challenge room then you should be prepared for a thougher fight. The incentive to take on these rooms is that they give different rewards that might be of interest to the player.
Once entered into a Challenge room, like a normal room you must clear the challenge in order to proceed further. These rooms challenges comes in 3 different types:
- Elite Encounters - This type of room would feature one or more unique mini-bosses that is either a souped up version of regular enemies with some added extra tricks up their sleeve. Or completely unique enemies.
- Wave Based / Survival - These rooms focuses on waves and survival based challenge. This could be waves of enemies coming forth and you'll have to defeat each and all of the waves to clear the room. It could also feature a great deal of traps instead or perhaps even both, hehe.
- Break the Core (BtC) - As the name implies the goal here is to the Core(s). There'll be enemies and traps being spawned/triggered continously until all the Cores have been destroyed. These enemies do not grant any score with would incetify that you target the Cores. When all cores have been destoryed the room has been cleared and you can move on.
Circuit Rush
Circuit Rush would be the collective keyword for an event/trigger mechanic that requires you to do a certain action or accumulate a specific amount of a resource that would trigger a Circuit Rush.
What is the interesting thing about this then? This would open a multitude of different options to how you can play and how we could challenge you in a way that is intuitive, fun and you can react to. An example of this would be certain parts you can pick might only be activated during a Circuit Rush. Let's say you make a Perfect Dodge and that would be the trigger for a Circuit Rush, then those parts would be activated by that. Giving you an edge in combat or in a pinch, and perhaps it even becomes defining for your playstyle for that run and/or forward.
This could also be applied to Bosses, if you gave a part away to the boss that has a Circuit Rush effect then when you face it you need to manage that boss' Circuit Rush. Maybe there's a way to prevent it triggering a Circuit Rush or maybe it triggering it would be a good thing even for a certain situation.
The things we could do with a mechanic like this has us excited and would give parts even deeper dynamic.
