Polish of the game and polish conference - May Kandria Update
Well heck. Next month is going to be the launch of the Kickstarter already! We're still working on the new trailer for that, and polishing things for the new demo, but things are looking pretty good. Most of the Things Left To Do now are in the marketing and outreach department. I've started contacting other teams to see about cross-promotions and such. If you know anyone that has, had, or will have a Kickstarter for a somewhat similar game to Kandria, please ask them to contact me so we can see about arranging that! In the meantime, if you haven't yet, subscribe to the Kickstarter and tell anyone you know that might be interested in it!
It may not seem like much, but it really does help us tremendously to have more people on that pre-launch signup.
Kandria was selected to be part of the Indie Showcase, so I'll be at the Digital Dragons conference in Krakw, May 16/17. If you're coming to the conference, please stop on by, I'd love to have a chat! Due to plane and other related reasons, I'll actually be in Krakw until the 20th. Probably just going to spend the time working in the hotel, but if you're nearby and would like to go grab a drink at some point, let me know!
Another month of mostly bugfixes and small, incremental improvements to the tiling of the lower regions of the game. Some more playtesting as well, and further improvements to the later acts of the game's story. We've also started on the boss fight AI, now that Fred has completed a first round of the animations for it. It's looking really nice!
This has also prompted some more adjustments to the overall combat behaviour. It's feeling a lot better now, but I'm still not quite happy with it. I'll have to make more improvements to the overall movement and animation timing of the player this month. Another important improvement has been to the deployment of the game; the data files are now bundled in an archive, reducing both install size, and massively reducing initial load times. All of the improvements we've been working on will be in the new demo that'll be available in the Steam Next Fest launching on June 13th. I hope you can wait until then! In between this laborious incremental fixing and improving, I've also been writing some more in-depth looks at the kinds of things that make game development take so much time on our mailing list. If you're interested in reading about that, sign up here!
Okey, let's look at the roadmap from april.
[ 2022-05-09 14:40:43 CET ] [ Original post ]
Another month of polish, Kickstarter prep, more polish, and also some news on conferences! Plus, a small peek at the final boss fight. Exciting!
Kickstarter
Well heck. Next month is going to be the launch of the Kickstarter already! We're still working on the new trailer for that, and polishing things for the new demo, but things are looking pretty good. Most of the Things Left To Do now are in the marketing and outreach department. I've started contacting other teams to see about cross-promotions and such. If you know anyone that has, had, or will have a Kickstarter for a somewhat similar game to Kandria, please ask them to contact me so we can see about arranging that! In the meantime, if you haven't yet, subscribe to the Kickstarter and tell anyone you know that might be interested in it!
It may not seem like much, but it really does help us tremendously to have more people on that pre-launch signup.
Digital Dragons in Krakw
Kandria was selected to be part of the Indie Showcase, so I'll be at the Digital Dragons conference in Krakw, May 16/17. If you're coming to the conference, please stop on by, I'd love to have a chat! Due to plane and other related reasons, I'll actually be in Krakw until the 20th. Probably just going to spend the time working in the hotel, but if you're nearby and would like to go grab a drink at some point, let me know!
Development
Another month of mostly bugfixes and small, incremental improvements to the tiling of the lower regions of the game. Some more playtesting as well, and further improvements to the later acts of the game's story. We've also started on the boss fight AI, now that Fred has completed a first round of the animations for it. It's looking really nice!
This has also prompted some more adjustments to the overall combat behaviour. It's feeling a lot better now, but I'm still not quite happy with it. I'll have to make more improvements to the overall movement and animation timing of the player this month. Another important improvement has been to the deployment of the game; the data files are now bundled in an archive, reducing both install size, and massively reducing initial load times. All of the improvements we've been working on will be in the new demo that'll be available in the Steam Next Fest launching on June 13th. I hope you can wait until then! In between this laborious incremental fixing and improving, I've also been writing some more in-depth looks at the kinds of things that make game development take so much time on our mailing list. If you're interested in reading about that, sign up here!
The Bottom Line
Okey, let's look at the roadmap from april.
- [strike]Implement new enemy types[/strike]
- [strike]Finish designing the remaining main story NPCs[/strike]
- [strike]Complete the Kickstarter page[/strike]
- Create a new trailer and Kickstarter video
- Add detail to region 2 and 3
- Do lots of user testing on the full game content
- Add more side quests and areas
- Implement Steam achievements
Kandria
Shinmera
Nicolas Hafner
Late 2022
Indie RPG Adventure Singleplayer
Game News Posts 77
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(70 reviews)
https://kandria.com
https://store.steampowered.com/app/1261430 
[42.79 M]
Hack and Slash Puzzle Platformer ARPG
Kandria is a hand-crafted, 2D action game, which combines the wall-climbing verticality and precision puzzle platforming of Celeste, with the tight hack and slash swordplay of NieR:Automata, all set within an epic, post-apocalyptic RPG story and world. Questions of artificial life and android ethics abound as you thread and fight your way through hostility, and a complex web of uncertain truths.FIGHT TO SURVIVE
- Play as The Stranger, a powerful android recently unearthed from the ruins of the old world.
- Perform tight, smooth hack and slash combat against rogue robots and malcontent humans - you’re faster, stronger, and can jump higher. But are you smarter?
- When you think you’ve mastered things, prepare yourself for epic boss battles with beasts and machines, which slumber and lurk deep beneath the earth.
STRUGGLE WITH HUMANITY
- Explore vast, open and interconnected levels full of non-linear missions, challenging platforming, and gorgeous pixel art decay - cross the barren surface, or spelunk deep underground.
- Meet flawed characters and factions struggling to survive; choose who to follow, and who you’ll help or hinder as you forge your own future amongst the ruins.
- Thread your way through prejudice in an epic detective quest of mystery, grit and self-determination.
INDIE HEART & SOUL, MODDING SUPPORT
- Made by a tiny team headed by Shinmera, an indie developer of not only games but also art and software, who crafted the unique engine, world, art style and atmosphere.
- Features thousands of frames of hand-drawn, hand-animated pixel art characters and locations, and an atmospheric, futuresynth soundtrack.
- Built in Trial, a highly-moddable, custom game engine and toolset created just for this title, which lets you mod content and create your own levels.
- Indie love and passion guaranteed.
MINIMAL SETUP
- OS: Linux 3.13
- Processor: Intel i5Memory: 4 GB RAMStorage: 1 GB available space
- Memory: 4 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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