Scrapping planned Wizard Levels to maintain game identity

in #gamedev8 years ago

New levels didn't hold up to the action-packed campaign already going on, so they have to be remade


So far, the game has been presented as "try hard learning how to beat this level, this will be useful against the boss", which isn't different from what was coming except it was way too slow. There was this new prop the player would have to break, but it was making progress much slower, since they would have to broken again and again during every new attempt.


This makes no sense

From a game design perspective, it looks horrible. So I'm going to plan something new and deliver it today or tomorrow at the latest. I want the third boss to be a multi-sequence attack beast, so maybe I'll introduce a multi-sequence attack enemy or two.

When that is done, there is still the arena mode to be delivered. Story cutscenes will be added on the last patch. By then, all of the promised features will be ready and the game will leave Early Access. I'm looking forward to that!

If you haven't yet, please check out the game and add it to your wishlist at: https://store.steampowered.com/app/925370/Wizard_Slime/

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a think a was in one of your post a wile back..progress. a see..solo game Development isimpress for sure. on the "it looks horrible" a dont think so its and indi game so it can be waterer if want to be. i the gameplay are good the rest dont matter.

Thank you for the kind words! I meant the level design when compared to the other levels. It's a planned update. :)

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