I'm excited to share about the progress of Slime Squadron: Harpy Raiders, having been almost exactly two years since the last update post here! To say that we've come a long way is to make a gross understatement.
In this update4
Full notes
Full Slime Squadron: Harpy Raiders update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition3 changes0 removals
Gameplay
changedA New NamePreviously, Slime Squadron: Harpy Raiders was known just as Harpy Raiders.
changedA New NameThroughout the years, as I have pitched the game to many, one question stood out: Why Harpy Raiders, if you play as a slime? And I would always answer about how the primary enemy in the games are harpies and you're out there trying to raid them. Of course, the answer never really stuck for me on a personal basis, so amongst other things and after some advice, I've decided to rename the game to: Steam post image This way, there can absolutely be no ambiguity as to who you are, while also tying it back to the old title so that our good friend the search engine can do its pinky-mandated duty.
addedAn Entirely Reworked GameThere is power in a name when it comes to spreading awareness, but such awareness is fruitless without a 'good game' behind it. After taking a long, hard look at the old game, I decided that it was not enough of a 'good game.' Therefore, I took the painful choice of reworking vast portions of it, making the game into what it is today. I believe the results speak for themselves! Steam post image On top of new graphics, animations and all-round juice, we have changed up the gameplay loop in a new way. After all, the game is called Slime Squadron, so it would be amiss to not let you also be able to control an entire squad of slimes at the same time!
changedBrand-New CustomisationPreviously, customisation and progression was done via the choice of weapons, as well as levelling up your (one and only) player-controlled slime. Now, we've decided to lean into the slimy aspects of the game and replaced RPG-style stat levelling with a new mutation system. Steam post image Of course, owing to our roots, there will still be a wide range of weaponry. But the mutation system, a combination between a rogue-like progression system and a classic RPG levelling and 'accessory' mechanic, is wholly new. So if you ever wanted to perform state-sanctioned experiments on your troops to (literally) grow them a new arm and an eye, now is the perfect opportunity. Just be warned, not all mutations are made equal, and not all play nice together!
Slime Squadron: Harpy Raiders changes
changedPreviously, Slime Squadron: Harpy Raiders was known just as Harpy Raiders.
changedThroughout the years, as I have pitched the game to many, one question stood out: Why Harpy Raiders, if you play as a slime? And I would always answer about how the primary enemy in the games are harpies and you're out there trying to raid them. Of course, the answer never really stuck for me on a personal basis, so amongst other things and after some advice, I've decided to rename the game to: Steam post image This way, there can absolutely be no ambiguity as to who you are, while also tying it back to the old title so that our good friend the search engine can do its pinky-mandated duty.
addedThere is power in a name when it comes to spreading awareness, but such awareness is fruitless without a 'good game' behind it. After taking a long, hard look at the old game, I decided that it was not enough of a 'good game.' Therefore, I took the painful choice of reworking vast portions of it, making the game into what it is today. I believe the results speak for themselves! Steam post image On top of new graphics, animations and all-round juice, we have changed up the gameplay loop in a new way. After all, the game is called Slime Squadron, so it would be amiss to not let you also be able to control an entire squad of slimes at the same time!
changedPreviously, customisation and progression was done via the choice of weapons, as well as levelling up your (one and only) player-controlled slime. Now, we've decided to lean into the slimy aspects of the game and replaced RPG-style stat levelling with a new mutation system. Steam post image Of course, owing to our roots, there will still be a wide range of weaponry. But the mutation system, a combination between a rogue-like progression system and a classic RPG levelling and 'accessory' mechanic, is wholly new. So if you ever wanted to perform state-sanctioned experiments on your troops to (literally) grow them a new arm and an eye, now is the perfect opportunity. Just be warned, not all mutations are made equal, and not all play nice together!
I'm excited to share about the progress of Slime Squadron: Harpy Raiders, having been almost exactly two years since the last update post here! To say that we've come a long way is to make a gross understatement. Let's review everything!
A New Name
Previously, Slime Squadron: Harpy Raiders was known just as Harpy Raiders.
Throughout the years, as I have pitched the game to many, one question stood out: Why Harpy Raiders, if you play as a slime? And I would always answer about how the primary enemy in the games are harpies and you're out there trying to raid them. Of course, the answer never really stuck for me on a personal basis, so amongst other things and after some advice, I've decided to rename the game to: Steam post image This way, there can absolutely be no ambiguity as to who you are, while also tying it back to the old title so that our good friend the search engine can do its pinky-mandated duty.
An Entirely Reworked Game
There is power in a name when it comes to spreading awareness, but such awareness is fruitless without a 'good game' behind it. After taking a long, hard look at the old game, I decided that it was not enough of a 'good game.' Therefore, I took the painful choice of reworking vast portions of it, making the game into what it is today. I believe the results speak for themselves! Steam post image On top of new graphics, animations and all-round juice, we have changed up the gameplay loop in a new way. After all, the game is called Slime Squadron, so it would be amiss to not let you also be able to control an entire squad of slimes at the same time!
Brand-New Customisation
Previously, customisation and progression was done via the choice of weapons, as well as levelling up your (one and only) player-controlled slime. Now, we've decided to lean into the slimy aspects of the game and replaced RPG-style stat levelling with a new mutation system. Steam post image Of course, owing to our roots, there will still be a wide range of weaponry. But the mutation system, a combination between a rogue-like progression system and a classic RPG levelling and 'accessory' mechanic, is wholly new. So if you ever wanted to perform state-sanctioned experiments on your troops to (literally) grow them a new arm and an eye, now is the perfect opportunity. Just be warned, not all mutations are made equal, and not all play nice together!
Only Upwards
With a vast majority of the reworking over, there is only one direction to go: Onwards, and upwards! The dominion of the sky islands is wide and extensive, but the reach of the Slime Army will be ever moreso. Until then, there is plenty of work cut out for me and the team at Clouds of Eternity, and plenty more to share as we creep closer to the tentative release next year. Steam post image With regards, -Linx145