What changed
0 fixes1 addition3 changes0 removals
- Gameplay
- Maps
- Events
- Balance
addedFevercide is mostly a metroidvania, but this time I wanted to blur the genre a bit. It was a very dreary feeling when I started working on this project after finishing Fearmonium. It seemed to me that I was not making “something new”, but making "something again”. That's why, first of all, I added horror elements to the game.
changedThe main part of Fevercide will unfold on behalf of the grown up Sandra, who is able to fight. However, I still didn't want to write off the formula of classic metroidvania games again. This time I've divided the entire world map into separate biomes with separate maps for each. The number of interconnections between them is not so large. This means more linearity than in my previous games. If I were to draw an analogy of what it's like - from modern games I can remember the first part of Blasphemous, and from the classics - the delightful Monster World VI, the great Popful Mail and the perfect Castlevania: Order of Ecclesia.
changedOf course, there will still be forks in Fevercide - I try to create levels in such a way that the player always has at least two options of where to go now. A lot of secrets inherent to the genre won't go anywhere either. I've already solved the problem that haunts every developer of a metroidvania game: it's not hard to create a bunch of passages that require either attentiveness or a certain skill to traverse. What's hard is to put rewards in those passages that will motivate the player to look for geocaches and be happy to find them.
changedMy solution is a lot of small improvements to Sandra's arsenal. I didn't go deep into role-playing, but I piled on an unusual number of stats for the genre: in addition to HP, MP, and Physical Strength, the speed of each weapon; the strength and availability of special attacks for that weapon; how quickly melee attacks replenish mana; how ranged attacks use up mana; and so on. There really are a lot of characteristics, and I enjoyed playing with their math more than I expected. Literally every type
Reflection of Mine changes
addedFevercide is mostly a metroidvania, but this time I wanted to blur the genre a bit. It was a very dreary feeling when I started working on this project after finishing Fearmonium. It seemed to me that I was not making “something new”, but making "something again”. That's why, first of all, I added horror elements to the game.
changedThe main part of Fevercide will unfold on behalf of the grown up Sandra, who is able to fight. However, I still didn't want to write off the formula of classic metroidvania games again. This time I've divided the entire world map into separate biomes with separate maps for each. The number of interconnections between them is not so large. This means more linearity than in my previous games. If I were to draw an analogy of what it's like - from modern games I can remember the first part of Blasphemous, and from the classics - the delightful Monster World VI, the great Popful Mail and the perfect Castlevania: Order of Ecclesia.
changedOf course, there will still be forks in Fevercide - I try to create levels in such a way that the player always has at least two options of where to go now. A lot of secrets inherent to the genre won't go anywhere either. I've already solved the problem that haunts every developer of a metroidvania game: it's not hard to create a bunch of passages that require either attentiveness or a certain skill to traverse. What's hard is to put rewards in those passages that will motivate the player to look for geocaches and be happy to find them.
changedMy solution is a lot of small improvements to Sandra's arsenal. I didn't go deep into role-playing, but I piled on an unusual number of stats for the genre: in addition to HP, MP, and Physical Strength, the speed of each weapon; the strength and availability of special attacks for that weapon; how quickly melee attacks replenish mana; how ranged attacks use up mana; and so on. There really are a lot of characteristics, and I enjoyed playing with their math more than I expected. Literally every type
I've just posted a trailer of my upcoming game being developed alone and now I'm going to tell you more about its features.
Fevercide is my fourth project where I am not solely responsible only for the music. The code, art, game design and everything else is on me. That was the case with Fearmonium, Catmaze, and Reflection of Mine.
Fevercide is mostly a metroidvania, but this time I wanted to blur the genre a bit. It was a very dreary feeling when I started working on this project after finishing Fearmonium. It seemed to me that I was not making “something new”, but making "something again”. That's why, first of all, I added horror elements to the game.
The childhood of the main character Sandra was not the most glorious, and when the plot brings us to her memories, the player is faced with the uncharacteristic metroidvania sections: darkness, helplessness and evil creatures all around. I have a peculiar attitude to horrors and I can't call a game horror when the player gets the role of a brave marine with a firearm. That's why I completely redrew all of Sandra's animations, rejuvenating her by 15 years and dressing her up in a nightie. I feel that I really need to explain in the game that this is not a dress - but a nightie, for it is 1922 and sleepwear looked like this. These days, such clothing is actually called a "dress".
The main way of interacting with the world in this part of the game will be solving puzzles, finding places to hide from monsters and contemplating from around the corner all sorts of unpleasant scenes that took place in Sandra's home.
The main part of Fevercide will unfold on behalf of the grown up Sandra, who is able to fight. However, I still didn't want to write off the formula of classic metroidvania games again. This time I've divided the entire world map into separate biomes with separate maps for each. The number of interconnections between them is not so large. This means more linearity than in my previous games. If I were to draw an analogy of what it's like - from modern games I can remember the first part of Blasphemous, and from the classics - the delightful Monster World VI, the great Popful Mail and the perfect Castlevania: Order of Ecclesia.
Of course, there will still be forks in Fevercide - I try to create levels in such a way that the player always has at least two options of where to go now. A lot of secrets inherent to the genre won't go anywhere either. I've already solved the problem that haunts every developer of a metroidvania game: it's not hard to create a bunch of passages that require either attentiveness or a certain skill to traverse. What's hard is to put rewards in those passages that will motivate the player to look for geocaches and be happy to find them.
My solution is a lot of small improvements to Sandra's arsenal. I didn't go deep into role-playing, but I piled on an unusual number of stats for the genre: in addition to HP, MP, and Physical Strength, the speed of each weapon; the strength and availability of special attacks for that weapon; how quickly melee attacks replenish mana; how ranged attacks use up mana; and so on. There really are a lot of characteristics, and I enjoyed playing with their math more than I expected. Literally every type