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Day One in the Books!

Hey Everyone,

Thanks so much to everyone who grabbed the game on day 1 :) Some of you have left feedback on the discussion forums (that I just realized I hadn't subscribed too yet... fail developer is fail), and some have sent in feedback separately as well. Definitely appreciated.

The most common complaint so far is not enough health and not enough ammo. While I want the game to be hard (and the forthcoming challenge modes even harder), I don't want it to be unfairly stupid-hard. Both ammo and health are intrinsically tied to that, and I think the major problem right now is that both are a little too random. Some playthroughs I end up with more ammo than I can count, and sometimes I'll get 4 full health packs in a row and others nothing. It's almost like some idiot (me) tied their drop-rate entirely to an RNG.

I have some ideas of how to make that a little less luck-based and more predictable. Hard games are only fun when the hardness comes from gameplay, not random bullshit (okay, a little random bullshit can be fun/funny, but its got to be metered). I'll make some tweaks and/or possibly large changes to those systems and push out a new build when I can (I want to say "later this week" but I'm scared to actually say that because if I suddenly get a bunch of bug-reports I want to be able to focus on those too... crap... I guess I kind of did say it... pretend I didn't).

So yeah, thanks again for supporting the game. This is just the begining, and I really want to make this a great game, and every bit of feedback, even if I don't end up following it exactly, is always helpful and appreciated.

-Sean