Full notes
Full Neon Echo update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
Neon Echo changes
Hi everyone,
Greetings. This is LEON, producer of Neon Echo.
I am writing this letter to you today, eager to share with you my thoughts and feelings as our game, which we have poured all our heart and soul into, will finally be available for early access testing and meet everyone on April 20th.
We’ve been working hard over the past three years to create a truly unique and innovative game. We started with a simple goal: to explore the possibilities of roguelike games in a way that had not been done before. We wanted to create a game that was different from anything else out there. However, with so many amazing roguelike games already on the market, what other possibilities could we find? We spent three years looking for the answer.
The word 'roguelike' means that it can present changes all the time and the idea adapts to most games. This concept inspires us to take the core elements of roguelike games and inject them into a great amount of stuff. By adding and mixing all kinds of elements, we want to create a game that offers endless possibilities for exploration and discovery.
Our game, Neon Echo, stands on the foundation of traditional roguelike games, but with a twist. We have created a robust system that allows players to experiment with various combinations of weapons, abilities, and stats. This not only causes unprecedented synergy effects but also avoids monotonous battles.
In addition to the gameplay itself, we have placed great emphasis on the visual design and overall aesthetic of the game. We choose to move away from the standard pixel art style and opt for a more high-cost, cool anime style. This not only enhances the combat experience but also provides a fresh and visually stunning environment for players to immerse in.
We have also added a variety of playable characters with unique attack styles, energy systems, special talents, and skills. This not only provides players with multiple battle experiences but also satisfies their desire for role-playing.
We understand that creating a game that is both enjoyable and challenging is no easy feat. That's why we have incorporated a variety of mini-games to let everyone catch their breath during high-tension combat, such as dodging, parkour, and many more.
Finally, we have taken a bold step forward and created a gameplay that combines battles and rhythm. This idea originated from my personal experience. One day when I listened to music and danced to it, it suddenly struck me that we could add rhythms to battles so that hitting the beats would bring unexpected effects. We soon got down to it and realized this crazy idea. Now, players can empower their attack by hitting specific rhythm beats while listening to the BGM. They can choose to follow the beats to attack or completely ignore them. Either could be exciting!
Sure enough, we worry that our approach might not be accepted by roguelike fans, but we are eager to receive feedback from all those who try our game. We've invested more time and resources than anyone could've anticipated making Neon Echo the best it can be, and we hope that you can join us on this journey.
Thank you so much for taking the time to read my letter, and I look forward to seeing you all in the game in 11 days.
Sincerely, LEON
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