Repeated intro
Hello everyone, I am LEON, the producer of "Neon Echo".
What changed
0 fixes1 addition4 changes0 removals
changedStraight to the point, I have been following the discussions in the community recently and found that the most mentioned topic was "if the price is reasonable, it's worth a try" In order to allow more players to try out the game, I decided to set the price at $14.99.
addedIf you have watched our real-time demonstration of the game, I believe you can feel our sincerity. As a roguelite game, "Neon Echo" does not resemble a traditional roguelite game very much. But in fact, this is the basic idea of our project: investing more to continuously inject new elements into the genre, presenting more diverse role-playing elements, more trendy art styles, more dynamic combat methods, etc., exploring more possibilities that can be implanted into the genre.
changedAfter more than two years of development, the current version of the game has not yet reached my goal. Choosing to release the EA version also represents our higher expectations for the game. After finalizing the main concept, our team has made many different versions of gameplay with an emphasis on combat and rhythm, and has also made many attempts at the exploration of side-scrolling fun.
changedIn the EA version, you will see that the focus of the final gameplay leans more towards combat, because we do not want "rhythm" to become a burden on combat, but we hope that players can find it cool when playing along the rhythm, and unconsciously hitting the correct beat will make them feel like they are a pro. They can try to master it, or they can treat it like a hidden gem. Well, we made it a part of the roguelite design as well... A dynamic factor that is also controllable. The randomness will indeed make you hyped for a while.
changed$14.99, the price of a dish or two in a restaurant, is what it takes to make you happy for a long time. Although we are working very hard to make it better, the gaming experience really depends on everyone's preferences. Thank you very much for taking the time to follow and then play this game. Although it is not exquisite enough, we have put a lot of effort into it. Players are friends to us, and this is a game that is meant for friends to play, so we should use our hearts to polish it. We are a small team and did not gain much publicity, but as long as there is a chance to make the game more fun and interesting, our passion for development will not be extinguished, and our exploration will not stop. We look forward to making a better experience for our friends, namely every player, every one of you. Thank you very much for your interest and willingness to try our game.
Neon Echo changes
changedStraight to the point, I have been following the discussions in the community recently and found that the most mentioned topic was "if the price is reasonable, it's worth a try" In order to allow more players to try out the game, I decided to set the price at $14.99.
addedIf you have watched our real-time demonstration of the game, I believe you can feel our sincerity. As a roguelite game, "Neon Echo" does not resemble a traditional roguelite game very much. But in fact, this is the basic idea of our project: investing more to continuously inject new elements into the genre, presenting more diverse role-playing elements, more trendy art styles, more dynamic combat methods, etc., exploring more possibilities that can be implanted into the genre.
changedAfter more than two years of development, the current version of the game has not yet reached my goal. Choosing to release the EA version also represents our higher expectations for the game. After finalizing the main concept, our team has made many different versions of gameplay with an emphasis on combat and rhythm, and has also made many attempts at the exploration of side-scrolling fun.
changedIn the EA version, you will see that the focus of the final gameplay leans more towards combat, because we do not want "rhythm" to become a burden on combat, but we hope that players can find it cool when playing along the rhythm, and unconsciously hitting the correct beat will make them feel like they are a pro. They can try to master it, or they can treat it like a hidden gem. Well, we made it a part of the roguelite design as well... A dynamic factor that is also controllable. The randomness will indeed make you hyped for a while.
changed$14.99, the price of a dish or two in a restaurant, is what it takes to make you happy for a long time. Although we are working very hard to make it better, the gaming experience really depends on everyone's preferences. Thank you very much for taking the time to follow and then play this game. Although it is not exquisite enough, we have put a lot of effort into it. Players are friends to us, and this is a game that is meant for friends to play, so we should use our hearts to polish it. We are a small team and did not gain much publicity, but as long as there is a chance to make the game more fun and interesting, our passion for development will not be extinguished, and our exploration will not stop. We look forward to making a better experience for our friends, namely every player, every one of you. Thank you very much for your interest and willingness to try our game.
Straight to the point, I have been following the discussions in the community recently and found that the most mentioned topic was "if the price is reasonable, it's worth a try" In order to allow more players to try out the game, I decided to set the price at $14.99.
If you have watched our real-time demonstration of the game, I believe you can feel our sincerity. As a roguelite game, "Neon Echo" does not resemble a traditional roguelite game very much. But in fact, this is the basic idea of our project: investing more to continuously inject new elements into the genre, presenting more diverse role-playing elements, more trendy art styles, more dynamic combat methods, etc., exploring more possibilities that can be implanted into the genre.
After more than two years of development, the current version of the game has not yet reached my goal. Choosing to release the EA version also represents our higher expectations for the game. After finalizing the main concept, our team has made many different versions of gameplay with an emphasis on combat and rhythm, and has also made many attempts at the exploration of side-scrolling fun.
The lead programmer, who has cooperated with me for many years, has yelled at me and pushed me against the wall several times (just kidding), while the chief artist has intentionally or unintentionally played with the long sword of the character Lilya in front of me, all directly or indirectly questioning my soul: "How many poses should a demo contain?!"
One known truth in the industry is that the longer a demo is made, the higher the probability of the game being abandoned. The accumulation of pressure indeed made my bros in the game want to sacrifice me. Here, I sincerely thank my boss and the company for supporting my ideas.
In the EA version, you will see that the focus of the final gameplay leans more towards combat, because we do not want "rhythm" to become a burden on combat, but we hope that players can find it cool when playing along the rhythm, and unconsciously hitting the correct beat will make them feel like they are a pro. They can try to master it, or they can treat it like a hidden gem. Well, we made it a part of the roguelite design as well... A dynamic factor that is also controllable. The randomness will indeed make you hyped for a while.
$14.99, the price of a dish or two in a restaurant, is what it takes to make you happy for a long time. Although we are working very hard to make it better, the gaming experience really depends on everyone's preferences. Thank you very much for taking the time to follow and then play this game. Although it is not exquisite enough, we have put a lot of effort into it. Players are friends to us, and this is a game that is meant for friends to play, so we should use our hearts to polish it. We are a small team and did not gain much publicity, but as long as there is a chance to make the game more fun and interesting, our passion for development will not be extinguished, and our exploration will not stop. We look forward to making a better experience for our friends, namely every player, every one of you. Thank you very much for your interest and willingness to try our game.