Hello! Just dropping in with my monthly update on how things are going with Diviner.
Work has been going well, I've been more focused recently on adding more enemy characters to the game, along with fleshing out combat scenarios a bit more. Its been fun to shrink my list of content for the game and add some characters I've been wanting to add for a while but was too preoccupied with level design and bug fixing. I feel like Acts 1 through 3 now have a good list of enemies to be fought, and I'm hoping I can turn my attention to the main bosses next month.
I don't often delve into game design in these little updates, mainly because I feel that playing something good is better than hearing the theory about why something should be good. But I have been putting in some effort to help marry the combat experience with the environment, and I think the early results are really successful. One of the biggest challenges that Diviner has faced through all of its iterations is making use of its larger world in a gameplay context, while still maintaining strategy and build-focused gameplay. I felt that, over time, the gameplay has drifted away from the environment, which is just a bridge between one encounter and the next, and it was important to me to add back in elements to the environment that will affect gameplay. More on that on a later date!
On another note, I don't really watch the statistics for Diviner so it had been a while since I checked any numbers, but I was pretty surprised to see that the game has crossed 10k wishlists a little while back. I'm really happy that that many people have shown interest in Diviner, and I'm working as hard as I can to make this game something that you will hopefully enjoy playing! As always, thank you for showing any interest or appreciation for this game that you have, it helps keep me motivated to keep trudging along!
Anyways, hope you guys are enjoying any new games you've picked up, and here are some screenshots of some fun new enemies and a sneak peak of Act 3:



