Howdy folks, my fulltime job is to develop and improve these interactive experiences we call games, focusing on hardboiled challenges that are not too time-consuming to but dense on sound and aesthetics.
Every time I launch a new game, you feedback with lots of data, impressions via Steam Hub, Achievements, Screenshots, and Steam Reviews (stuff that warms up the heart of a developer).
With the collected data I am able to develop the next steps, that can be tweaking updates, a sequel... or a Redux, ...a complex update that can change some of the game paces, but keeps a lot of the original concept without moving to the sequel ground.
Recently I launched a sequel and final volume of this series, UBERMOSH:OMEGA... a game that you really should check and it is the apex of what I think the 90 seconds gun-filled pit can be (and it is the true limit of that framework capacity).
Today I launched the WARPZONE DRIFTER ...REDUX. It should update if you have it in your library (and for new buyers). What changed?
I really like how the physics works and the wonky controls... because the "breakless drifting math" is there simulated with all the numbers... but the first room was some times more fun than the most complex tentacle party rooms, because players need space to express their drifting talent... with that in mind I decided to change all the level generation codes.
To improve the visibility while testing the game, I turned the car and trail to "lemon-green" and started the tweaks. After some days working on the gameplay, the game is way more fun and you should give it another try... and I kept the lemon-green.
Many many thanks for all the support during this journey.
PS: If you liked UBERMOSH:OMEGA and wanna nominate or review it, it would be awesome.
https://steamcommunity.com/gid/36062658/announcements/detail/1707357256121240901
Cut bullets with your sword in a gun filled pit. The 4th volume of the series brings the most powerfull version of the Blade Saint and harder challenges. UBERMOSH:WRAITH blends the projectile cutting from the original UBERMOSH, the psionic power Brainclap from UBERMOSH:BLACK, the swarm and endless map from UBERMOSH Vol.3, the new power Manastrike, a new class of enemy, more agressive enemy respawns, more achievements, various class mods and more music to pump the combat.
From rookie to a godlike entity, the final volume of the series maxed out the initial concept of "90 seconds arena" and invites you to react faster to beat your previous scores.