Devlogs
Regarding feedback
Posted September 12, 2023 by Nishi
Following early test release of Requiem for a Lost World I gathered some feedback regarding the early stage of the game along some bugs
I would like to address some of these, starting off with what's already been taken care of:
- Low visibility of damage numbers have been adjusted, that includes increasing their size and color to reflect the element of that damage
- Bearer of Dream's skill felt underwhelming with the distance traveled, missing most enemies, that have been adjusted
- A bug with infinite piercing of throwing knifes, as fun as it was, have been fixed
- Drops from crates weren't visible, that have been adjusted as well
- Another big concern was pacing of progress, gold and gems were way too difficult to obtain. Players can now obtain gold and gems based on amount of enemies killed during a run. I still plan on observing to further balance the experience
- It was sometimes difficult to get a feel of when a character takes damage, sound indicating taking damage have been added
- Ground Slash weapon was missing upgrades, they are now correctly assigned to the weapon
Plans for upcoming versions
- I received requests to be able to look up and down, that functionality will be implemented in future versions.
- I want to focus mainly on implementing remaining characters since a bunch of already implemented and functional weapons are locked behind those characters.
- Menu improvements are also on the list, mainly achievement and upgrade views
- Elemental damages are a very new feature and UI does not really display information related to them, that needs to be addressed