Update log
Full Ecto update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
So basically, Ecto was trying to do too much
A few people might be disappointed in this, but the flower guns and robot combat of this game is gone.
The combat always felt like a bit of an afterthought for me (even though I spent hundreds of hours designing, programming and testing it). A couple weeks after the last update I felt incredibly burnt out and overwhelmed by the scale of what I would have to accomplish to finish this game. I had a long conversation with my friend and decided what I needed to do.
Scope Reduction
For the non-developers out there, scope is basically: what you aim to accomplish in the project. The scope was too large. It was not realistic for me to make this game a fun bhopping movement puzzle game AND a shooter with weapon upgrades and boss fights. It was just too ambitious.
So what's next?
From now on, the identity of Ecto is now all-in on movement, whimsical interactions and vibey worlds to explore. I finished an entire world in less than a month, including some new items to play around with. Expect more updates with new items and worlds to explore.
Changes
Removal of all combat elements, redesigned gameplay loop
Replaced temporary playermodel with a new character: Chloe. I sketched, 3D modelled, rigged and animated her.
Collect 4 star fragments in each level to progress
A new world to explore! New islands, items, puzzles and interactions
2 Fidgety items to play around with. A Kendama and a Basketball + hoop
A home/hub world while allows you to change levels
Persistent save file (save your items and coins after quitting the game)
2 hazardous enemies in the first world. The venus fly trap and the beetle
Source
