Hi all, just another development update for you. I'm continuing to work on content for Unworthy, as well as introducing little features to the game in parallel. One of the things you may have noticed about Unworthy is that there are status effects. This isn't something new or revolutionary, but a few things are different than what is typically seen in other games. One of the little, but very influential differences is that you can only have one status effect applied at a time. Basically the most recently applied status effect would remove the previously existing effect (unless it's the same effect, in which case it just prolongs it).
This was a design decision that I originally adopted because I personally never liked the idea of managing too many status timers while otherwise playing a quick action game; it was just cognitively overwhelming. This decision lead to some interesting gameplay implications.
One thing I found was that it quickly lead to the making the strategic decision of purposely taking a negative status effect in order to remove a more severe or less favorable pre-existing effect. This definitely (in my opinion) added a bit more flavor to the way status effects worked in the game.
The recent effect I've been working on is a bit of a funky one. It's the Toxin effect. It doesn't negatively affect stats, but it does make it more difficult to play. It's something that could quickly become annoying, so it was a pretty quick dissipation time.
Anyways, that's all for now. Until next time. Cheers!