Major Update: The boss Fight!
Author: indiefoldcreator
Date:
Mon, 12 Dec 2022
Game: Grim Horde
Genre:
Action, Casual, Indie, RPG, Early Access
Developer: Red Koi Box
Release Date: Tue, 21 Jun 2022
Developer: Red Koi Box
Release Date: Tue, 21 Jun 2022
Hello!
First of all, thank you for supporting Grim Horde and our team.
Today, we would like to introduce our new feature: the boss fight.
In the game's current state, your journey as a Grim Lord continues endlessly, fighting more dangerous foes until your Grim Lord's eventual demise. In the next version of the game, you will face an even more significant threat at the end of the first level: the evil Cornelius Jr.!
A new challenge
We're glad to share our design and development process with you when creating a boss fight.
First and foremost, a boss must be the sum of all fears of a player!
Grim Horde boss fights' role is to retain and take to an extreme all of the skills that the player has learned during the previous gameplay leading to the showdown. Our design's concern is to upping the ante and raising the stakes while keeping the game's scope intact and, most importantly, not overwhelm the player with too much new information.
Until now, our updates are all about giving you a new perspective and understanding of our core loop and foreshadowing the potentiality of the game's formula.
So, ideally, after playing our first level you should reach the boss fight with all the tools in your hands to defeat such a threat. And if that is not the case, why not join our Discord server to discuss the matter with the developers inside our Grimlord's Council?
Iterating on the formula
We received much feedback on the role of the towers, and, while hopefully not spoiling too much, we think this new boss fight will give a new meaning to the ability to spawn your towers. Hopefully, the purpose of the buildings will soon be more evident in the regular gameplay and following levels.
Meanwhile, we're enhancing the game's balance to emphasize the strategy choices at the core of the upgrade system. We mean to allow the player to make meaningful choices before reaching the boss fight. We're striving to achieve a sweet spot where the player is constantly on edge, looking for a new challenge while adding some degree of openness in the way the player is fighting.
Programming-wise, we can't stress enough the flexibility of Godot as a game engine. Godot allowed us to use the building blocks of the existing gameplay and create this new challenge!
Last but not least, we're disseminating here and there some hints about the game lore. Expect new information about this aspect of the game. Meanwhile, we hope you're having fun and always wish to listen to your precious feedback and suggestions.
Change Log 0.4.0a
First of all, thank you for supporting Grim Horde and our team.
Today, we would like to introduce our new feature: the boss fight.
In the game's current state, your journey as a Grim Lord continues endlessly, fighting more dangerous foes until your Grim Lord's eventual demise. In the next version of the game, you will face an even more significant threat at the end of the first level: the evil Cornelius Jr.!
A new challenge
We're glad to share our design and development process with you when creating a boss fight.
First and foremost, a boss must be the sum of all fears of a player!
Grim Horde boss fights' role is to retain and take to an extreme all of the skills that the player has learned during the previous gameplay leading to the showdown. Our design's concern is to upping the ante and raising the stakes while keeping the game's scope intact and, most importantly, not overwhelm the player with too much new information.
Until now, our updates are all about giving you a new perspective and understanding of our core loop and foreshadowing the potentiality of the game's formula.
So, ideally, after playing our first level you should reach the boss fight with all the tools in your hands to defeat such a threat. And if that is not the case, why not join our Discord server to discuss the matter with the developers inside our Grimlord's Council?
Iterating on the formula
We received much feedback on the role of the towers, and, while hopefully not spoiling too much, we think this new boss fight will give a new meaning to the ability to spawn your towers. Hopefully, the purpose of the buildings will soon be more evident in the regular gameplay and following levels.
Meanwhile, we're enhancing the game's balance to emphasize the strategy choices at the core of the upgrade system. We mean to allow the player to make meaningful choices before reaching the boss fight. We're striving to achieve a sweet spot where the player is constantly on edge, looking for a new challenge while adding some degree of openness in the way the player is fighting.
Programming-wise, we can't stress enough the flexibility of Godot as a game engine. Godot allowed us to use the building blocks of the existing gameplay and create this new challenge!
Last but not least, we're disseminating here and there some hints about the game lore. Expect new information about this aspect of the game. Meanwhile, we hope you're having fun and always wish to listen to your precious feedback and suggestions.
Change Log 0.4.0a
- Added Boss Fight. Say hello to Cornelius Jr.!
- Removed destroy target system.
- Destroyed buildings can reveal a soul well that, if reached, allows the player to buy upgrades.
- Added compass system to point to important targets (e.g. wells, boss).
- General game balancing.
- General improvements to UI.
- Zoomed out the game view to show more of the player's surroundings.
- The demo now has a proper end.
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