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Full Eye of the Commando update
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What changed
- Gameplay
- Balance
Eye of the Commando changes
May 2024
The first lines of code for Eye of the Commando are written during a game jam. The game launches in early access later that year, and work continues to this day. What can you expect at launch?
Campaign Mode: A second act, and more interesting gear.
Revisiting Act I
Lessons learned and feedback gathered will be applied to make a better and smoother experience in what will be the first half of the game. Beach has been improved vastly due to feedback gathered at MAGFest, and many changes await. There will be a new level between Lab and Lava, and the climatic battle at the end of Lava will remain, but the circumstances will change. There will also be one more boss, and likely at the end of Sewer.
All new Act II
We'll have a jungle mission using some of the jungle art from Raid Mode. There's art for interior Temple type areas as well, and plans for an All New Secret Biome (shh). Six to seven missions across these areas, with a dramatic conclusion. Loot will be rebalanced to add two more tiers and then spread across the entire adventure.
Commando Build Customization
Two armor slots aren't enough, so everyone's getting three (not just the Agent) and the cap for Weapon Modifications will go up to six -- keep looking for duct tape. In addition, Armor, Weapons, and Subweapons will have one additional slot for powerful build modifying late game items. These will offer significant changes to your Commando: perhaps the knife behaves entirely differently, or you unlock a new type of movement. Lots still WIP but the idea is that the choice is impactful.
Visual Commando Customization
I'd love to do this, and I aim to do this, but it's hard one to promise because of resource limitations. New color palettes aren't, but new hair and the arrival of Lady Commandomans are expensive. I bet we can do it though.
Raid Mode Roadmap: More heroes, more danger.
Unlockable Characters
Gotta have it. Expensive, yes, but it's what the mode needs. Play as other characters who move and fight differently from the Commando. The Ninja and the Scientist are the first on the list, there are others I'm not ready to share yet, but there's a certain terrible 80s action movie (besides Gymkata) that I'm drawing some inspiration from, so maybe you can figure it out.
More To Fight and Explore
The caverns will be a more interesting place, and you'll have a reason to go there. There will also be sub-dungeons that you enter from the jungle, explore, clear out, and head back to the surface with new gear and abilities. More enemies from the campaign mode will make their way over to the raid as well.
And yeah, two more bosses, hopefully more. I'd like to have a boss at threat levels 4, 8, and 12, and it would be ideal to have a rotating list to pick from. We'll see.
Build Improvements
The loadout isn't nearly complete in Raid Mode and I need to get cranking on more items there. It's happening. I want weapon evolution as well: once you get the a subweapon to max level (currently 5), there will be a mechanism in the game to evolve it one of two directions. In the case of the Bow, you could change to explosive arrows (ala Rambo) or laser arrows that bounce to multiple targets, even ones behind cover. Rambo would have liked those too.
Cool! When?
I say this with the greatest of respect for your time and enthusiasm: When It's Done.
What that means is that I am working on it as much as I can, but I also am doing other work to try and make enough money to keep the lights on here. It also takes money to make assets, and I'm working to build up enough of a war chest to do this. It will take time.
You can watch development of the game on Twitch nearly every day of the week!
Thank you for reading all this! Please throw questions and thoughts at me here in the comments or on the Discord, I'm happy to chat.
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