Hi everyone!
This is our first of many updates to Praey for the Gods from No Matter Studios.
First off, we love all the support and excitement on YouTube, Twitter, Facebook, Twitch, Discord, Steam Reviews, Steam Discussions, and especially in our in-game feedback tool. A number of the players have told us how much they love how the game and honestly we couldn't be more happy with that! We've really enjoyed watching tons of players from around the world play the game.
That being said, the game is not done, and we're here to listen and make it better.
We're actively working on optimization as well as organizing our development road map based on feedback.
However, one thing we are seeing in current playthroughs is a notable death spiral happen for some players. Maybe they were low health, or low on food/items whatever. They'd start out okay, maybe even completely well stocked but they'd trip up or made a mistake and quickly the battle would spin into a death spiral for the player. That sucks, and that's not what we were intending to have happen for the player. Overcoming odds? YES! Feeling frustrated that they have no hope? NO!
To combat this we've adjusted our easy/normal systems to be more incentive based. So if you don't eat, forget to grab food/potions or can't find food you aren't penalized you simply aren't as rewarded. Food will grant boosts to stamina for a while and then return to normal and will no longer push the player into a slower state. We've also offered a subtle auto-regen that helps them get back in the battle and not feel completely helpless if things are not going quite their way. We found this offers the player a bit more flexibility with how they can be successful.
Hard/Legendary are relatively untouched at this time as most of this feedback came from Normal and Easy modes. Oh and being completely frozen and in the water, with 1 health left? Yeah you'll die now on all difficulties. To be clear, we aren't trying to make the game easier just better;)
This is a first pass so expect additional adjustments and keep playing and let us know what you think. We'll be keeping an eye on this too as we continue to work on new content.
You can see the full list of changes below:
Early Access Build 0.5.011
- Added a small Health Regen to Easy/Normal
- Changed survival mechanics in Easy/Normal to be a incentive based solution, eating and sleeping gives you bonuses which help in defeating enemies and bosses.
- Fade out the distortion sound while low health.
- Changed raw food to give the player a small amount of health, cooking food is still the best option for health.
- Tweaked the puzzle leading up to Boss 3 to be easier to jump to.
- Changed the amount of stats finishing a pull switch on a boss gives you per difficulty level.
- Added subtle particles to pull switches on bosses to assist in finding them
- Fixed a crash bug when dying in Boss 3’s arena
- Wood burns for a longer amount of time
- Changed the intro section to teach that the grappling hook can attach to rock walls
- Changed the intro section to teach climb leap
- Added more clues for how to get on to Boss 4
- Made some opportunities for getting on Boss 4 more manageable
- Changed Boss 2’s puzzle so it doesn’t require the player to redo the whole thing when falling off
- Changed damage player takes from attacks while in ragdoll to 0. No more cheap shots.
Thanks again for all the great feedback and bug reports -- we're digging through it as quickly as we can. Keep it coming!
No Matter Studios
https://store.steampowered.com/app/494430/
