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Post by reaper2191 on Jun 18, 2019 6:36:26 GMT -6
Nevermind, itll be unlocked at 9am EST per the twitter post. ZZZZZZZZZ
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Jun 18, 2019 6:36:25 GMT -6
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Jan 4, 2018 8:20:30 GMT -6
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Post by reaper2191 on Jun 18, 2019 6:28:22 GMT -6
So I was a backer and got my code, but when I put it in Steam, it added the game, but says it hasnt been released yet... but according to the release, its today... So whats going on?
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Jun 18, 2019 6:36:25 GMT -6
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Jan 4, 2018 8:20:30 GMT -6
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Post by reaper2191 on Jan 5, 2018 9:20:23 GMT -6
I appreciate all the feedback. There are a lot of great suggestions for additions to the game I have read.
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Jun 18, 2019 6:36:25 GMT -6
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reaper2191
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Jan 4, 2018 8:20:30 GMT -6
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Post by reaper2191 on Jan 4, 2018 17:07:14 GMT -6
Hey. Welcome. Yeah. A nightmare difficulty are currently nothing we know much about, more than its coming. But randomize monsters and where to find items in the castle have been brought up before. I don't know if changing actual rooms could be a thing since the caramel map is not about rooms one by one, but rather a complete design in itself. There are modes.. yeah. And after feedback they could kinda either take it with them for their next project, or make a patch to give us endgame content of some kind. Would be cool to have a new adventure each time, with some rules. But as it stands, and what the castle is all about is exploration and having fun while doing it. Would you be interested still if this was like a Rougelike dungeon mode instead? Each room in a bit more linear way? Or perhaps have a few places in the actual castle which would randomly change every time you visited them? Like a long corridor or a bigger room? If yes, what would it contain to make it more satisfying? I understand what you are saying with a structured map. I guess what I was thinking was more of what Bloodborne did with it's end-game, where you would gather items and create stupid-hard dungeons, based on the combination of items. As far as what you brought up, a way I could go with that would be say make random rooms timed gauntlets, no matter the size or length of the room. For instance: Player walks into a room and a 2 min timer starts. Said player has to kill x amount of monsters in the time frame, where x is unknown, which would add a bit of "OMG make it stop!" factor. Monsters wouldn't necessarily increase in difficulty perse, but rather in numbers. So as soon as the timer starts there's 5 zombies in a room. When it hits 30sec, 50 have spawned in total, not at once (but that could be something to see for a challenge). If you dont make it in the time frame, then its game over, as completing it would be the only way past that room. Now the gauntlet rooms would generate randomly each time, so it wont always be in the same place. Would this sound more plausible?
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inherit
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Jun 18, 2019 6:36:25 GMT -6
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reaper2191
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Jan 4, 2018 8:20:30 GMT -6
January 2018
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Post by reaper2191 on Jan 4, 2018 8:52:20 GMT -6
Im a bit late jumping on the forums so forgive me if I missed this if already mentioned...
This idea would be more like a super end game thing, whereas the castle would shift rooms, as well as monsters. This would increase replayability, as a quasi-uber mode, whereas, if a nightmare mode is implemented, this would be more of a god-mode difficulty. As well, this would remove the familiarity of running the same map over and over, causing players to have to figure it out on the fly. One area may not lead to the same place as it did, or a certain boss may have migrated to a new area, or even respawned in different area after killing it, kind of creating an endless dungeon feel. It doesnt need to be rogue-like, even though that seems to be the wagon people are jumping on.
A problem that I face with a lot of games I play is that you play through it a couple times on different characters, or difficulties, but its still the same game. Replayability is a huge things for me, as a game should make me want to pick it up again every time I look at it, as a "What's going to happen this time" mentality. I own a lot of games where I see them and its just a meh feeling. Been there and done that. People want a game with a lot of substance and I think this would be a pretty cool idea for this type of game.
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