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Full A Quiver of Crows update
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Repeated intro
Hey All! It's time for another progress update on our upcoming twin-stick shoot'em up!
What changed
- Gameplay
- Maps
A Quiver of Crows changes
Developer Let's Play Video
Check out the latest developer let's play we recorded - sine waves, skulls, and more weapon upgrades! https://www.youtube.com/watch?v=wSdgCtLWOAk
Press Previews
Last month we finally got around to completing and sending out the press preview build. A whole bunch of press and let's players streamed the game on Twitch and YouTube. It was really fun to watch their reactions, especially how different gamers handled enemy swarms when they happened. Here's a couple of our favorites: https://www.youtube.com/watch?v=XbzZ0J5P3oQ https://www.youtube.com/watch?list=PLU_ZeWUJO1LZn1E5VqG9lol_9sQul8gTL&v=5CjI4ZYGb7c
Sine Wave
We've been balancing and fine tuning the sine wave weapon. This is the fastest weapon in the game, but it's the lightest. It's good for taking out fast moving enemies like the wasps, but the light weight of these bullets makes them ineffective at moving heavy enemy corpses.
Shield
The stages are getting more and more difficult. Health upgrades already exist in the game, but for the later stages we're also throwing in shields to help players get through the really tough areas.
More Stages
A good chunk of development time over the past couple months has been spent on stage design and building. The Dawn, Morning, and Noon stages are complete now and we are now focused on the Sunset and Night stages. Check out this lovely work in progress screenshot of one of the Sunset stages:
Stay Tuned!
So that's it for this progress update. If you have any questions, please feel free to contact us at crows@sheado.net or start a discussion in our community hub . And don't forget to wishlist the game on Steam and follow us on Twitter @AQuiverOfCrows for more frequent updates!
Source
Changelog.gg summarizes and formats this update. How we read updates.
