Restructuration
This new update introduces a lot of polish and small bug fixes, as always.
But the biggest change is a reorganization of the structure of the game.
In the previous versions, you would progress from room to room and fight enemies in one long stretch, like in Hades, Curse of the Dead Gods or Cult of the Lamb.
I like that type of progression, but I realized it it's not really suited for this project :
Since the game has story beats and narrative choices, it makes pacing difficult. It's hard to know how many choices a player will encounter or how they will get in a given run, and to handle that type of branching.
It takes a while for the fights to reach a satisfactory level of action.
You need a lot of content to make a run interesting and varied, and I'm only one guy.
Now, I've been aware of those facts fo a while, and a couple months ago I started experimenting with an idea. After some back and forth, I've decided to go in that direction.
From now on, the game will be separated into "Missions" :
Those missions will take place in a single room, or a short sequence of rooms.
In each room, you will have to defeat an increased number of waves of enemies. Typically between 5 to 15 waves.
Ressources for the metaprogression are no longer given at the end of a round, like before. Instead, they sometimes appears on the ground during fights when you defeat enemies.
The goal is to allow for a faster ramp up of power during a mission.
Completing a mission brings you back to the hub, where you can see the resulst of the choices you made, or what happened based on how you played during that mission.
Completing the mission unlocks a new one, with its own set of rooms and enemies, and the story progresses as well.
You can then "Reminisce" and replay those missions, but the game will only take into account the choices you made the first time you completed it.
The structure is now a bit more similar to a game like Armored Core 6. The story and difficulty progresses from Missions to Missions, and you can replay them once completed.
This way, I can structure my work more easily :
Designing one room and its elements (enemies, design, story, etc) at the time is more manageable.
Structuring and pacing the story will also be much easier.
From a gameplay perspective, the shift to a more intense, rapidly ramping difficulty curve is also very satisfying.
I hope you'll enjoy that new direction! It will allow me to keep making this game while maintaining my sanity, and I sincerely think it will make it more fun to play.
Unfortunately, it will completely break old saves, but it will be worth it, I promise!
