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Hello everyone.
In our last update, we mentioned that we were currently reworking the game a bit, going back to what we thought worked, what didn’t and how we got to that place.
This process took some time, but we are finally able to go on with a new, streamlined and greatly improved vision for the game.
We re-examined what we wanted to accomplish and what kind of game would best fit that purpose, and the result we arrived at feels like the game we always should have made, without all the baggage that we picked up along the way of the development so far.
Going forward, the game will focus a lot more on a concrete story and fully fleshed out characters, backed by hand crafted levels and challenges.
While we still like the idea of a procedurally developed dungeon with unique and dynamic problems to solve, we simply cannot deliver on it in the way we want to with the resources we currently have.
The result in this approach was an infinite amount of bland levels that all played the same.
Instead of this, we want to focus on well crafted levels first, infinite variation second.
The second big change is going to turn based instead of real time. The background for this is complex and marred in the history of the games development and conception, and therefore a bit too long to go into at this point.
But the discussion of going turn based has come up several times during development, but has always been put aside because it would’ve been too costly and time consuming to implement. But now that we are doing the overhaul, it is time to bite this bullet as well.
In the near future we will be retooling the game to be more focused on tactical exploration and delivering a solid character based narrative.
Each level is sectioned into a number of challenging encounter rooms that can be overcome in different ways depending on the characters brought into the level.
While doing so, you will have to keep an eye on the characters remaining abilities, physical health and mental stress to ensure they make it safe and sound through each level.
The storyline for each character will dynamically change depending on their health, the levels they take part in and what happens to other characters around them.
For now, all of us will be taking a short break for the holiday season, but we’re all eager for our fresh start in the new year.
Expect to hear more from us and more details on what’s coming in early 2017.
Until then, we wish you all happy holidays and a great new year.
- The Snapjaw Games Team
Hello everyone.
In our last update, we mentioned that we were currently reworking the game a bit, going back to what we thought worked, what didnt and how we got to that place.
This process took some time, but we are finally able to go on with a new, streamlined and greatly improved vision for the game.
We re-examined what we wanted to accomplish and what kind of game would best fit that purpose, and the result we arrived at feels like the game we always should have made, without all the baggage that we picked up along the way of the development so far.
Going forward, the game will focus a lot more on a concrete story and fully fleshed out characters, backed by hand crafted levels and challenges.
While we still like the idea of a procedurally developed dungeon with unique and dynamic problems to solve, we simply cannot deliver on it in the way we want to with the resources we currently have.
The result in this approach was an infinite amount of bland levels that all played the same.
Instead of this, we want to focus on well crafted levels first, infinite variation second.
The second big change is going to turn based instead of real time. The background for this is complex and marred in the history of the games development and conception, and therefore a bit too long to go into at this point.
But the discussion of going turn based has come up several times during development, but has always been put aside because it wouldve been too costly and time consuming to implement. But now that we are doing the overhaul, it is time to bite this bullet as well.
In the near future we will be retooling the game to be more focused on tactical exploration and delivering a solid character based narrative.
Each level is sectioned into a number of challenging encounter rooms that can be overcome in different ways depending on the characters brought into the level.
While doing so, you will have to keep an eye on the characters remaining abilities, physical health and mental stress to ensure they make it safe and sound through each level.
The storyline for each character will dynamically change depending on their health, the levels they take part in and what happens to other characters around them.
For now, all of us will be taking a short break for the holiday season, but were all eager for our fresh start in the new year.
Expect to hear more from us and more details on whats coming in early 2017.
Until then, we wish you all happy holidays and a great new year.
- The Snapjaw Games Team
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