Loot and glory not good enough reasons?
Thanks a lot for your feedback. You are totally right. The game will start will a short visual intro to hook you in, and then I will try to keep you hooked regularly with plot reveals etc.The only "issue" i had was that the game didn't gave me much of an in-game reason to move forward - i think there needs to be some sort of goal or story or something, if for no other reason than to answer "why am i here?". Even Rogue had some bits of backstory to explain why you were exploring those dungeons :-P.
About using left mouse to grab, I started the dev with that, but the multiplicity of situations and type of interactions made that you start to never now what will the click do, so I prefer to clearly separate "use item in hand" and "interact". Usually, all what is done with interact is based on a key like E, but because of the mouse interaction it's even weirder ^^ (thought I may add an option in controls so the player decides what suit him the most)
As I said two years ago, I liked the original style just fine. The higher detail loses just a little charm for me .. but honestly if you hadn't said anything I wouldn't have noticed the differenceSo, what do you think of the new style?
Streamlined and comedic version of Monomyth? (RatTower) Or Maybe Underworld Ascendant that actually works.
This game has 0 style, it oozes boredom.
Lol making a trailer is expansive I can not create a new one each time I post something ^^Yes... yes! Another cut of the exact same trailer! GIVE ME MORE!
Chest with booby traps!