A fast-paced action rogue-like where explosive combat fuels 'Blitz' ultimates—a rage mode that dominates the battlefield. Endure relentless battles, enhance your arsenal, and evolve powerful abilities. Each run opens new tactical possibilities in this intense arena shooter
Stand your ground against relentless waves of determined enemies. Strategically deploy your arsenal of primary and secondary abilities to maintain control of the battlefield. Each enemy type presents a unique challenge - from swift aerial threats to powerful ground forces - demanding quick thinking and precise execution to ensure your survival.
After each hard-fought victory, invest your hard-earned cash in a robust and intricate upgrade system. Enhance your primary abilities, unlock powerful secondary skills, and discover synergistic combinations that shape your unique loadout. Every choice shapes your strategy, building toward powerful ability combinations that can withstand increasingly challenging waves.
Craft your perfect defense by experimenting with the diverse array of skills and upgrades. Will you specialize in area-of-effect devastation, pinpoint precision, or a balanced approach? Adapt your strategy with each run, as no two games are ever the same in this endlessly replayable experience. Master the charge mechanics of different weapons to create devastating combinations and unleash spectacular 'Blitz' ultimates at crucial moments.
Hey hey!
Sorry it's been a bit since my last update. I stepped away from the project briefly so that I could develop a side-gig that helps me generate income while I'm working on the game. Financially I'm in a much better spot now than I was at my last update. I'm excited to get back into working on the project!
That step away also gave me a fresh perspective on some of the issues with the game. Personally, this being my first game I'm quite happy with the overall look and feel of the game. With that said, the gameplay is currently lacking. The main issue is that it just plays like every other survivor-like on the market where you kite enemies and gather XP.
An added problem to that is the current tech tree upgrade system. Balancing is quite difficult and some upgrades are simply better than others. My original attempt to balance this was to have the player gather currency instead and just make the better upgrades more expensive but that still doesn't encourage players to experiment with their builds. I want to really encourage experimentation and replayability so the tech tree upgrade system will be getting scrapped in favor of the typical 3 random upgrades with the opportunity to re-roll.
It's a bit of a boring solution but it does do a much better job of encouraging experimentation and increasing the games replayability.
So you may be confused, I just stated that the problem with the game is that it plays like every other survivors-like and my solution to that was to copy and paste the go-to upgrade solution from those games? Doesn't that make the problem worse?
Well yes it does! But that's not the only change coming. I have a brand new approach I want to take to the upgrades which will make each upgrade choice have a deep meaningful impact on the way you play. It will shape your run and subsequent runs should feel very very different from one another. I don't want to say more yet until I've implemented and tested this idea, but I'm very excited for it and think it will give Neon Blitz it's own unique identity among the survivor-like genre.
That's all for now!
Follow the game here on steam so you get the latest news on the project!
Rob
Minimum Setup
- Processor: x86_32 CPU with SSE2 instructionsMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 5500 (Broadwell). AMD Radeon R5 Graphics (Kaveri)
- Storage: 2 GB available space
Recommended Setup
- Processor: x86_64 CPUMemory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 1050 (Pascal). AMD Radeon RX 460 (GCN 4.0)
- Storage: 2 GB available space
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