Over 6 months ago I uploaded the original demo to this game. In all honestly the response was very disappointing. However, I did receive a lot of harsh, though helpful, feedback.
Full notes
Full Vaporware Odyssey update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition3 changes0 removals
Gameplay
Balance
changedComplete overhaul of the player character and his combat mechanics. - The combat is a lot more fluid now. And the player has much more potential for moving around the level fast. Also, the player can perform a verity of special moves by attacking while jumping, running, or diving.
changedBetter upgrades. - The upgrade system acts a lot more like a survivor-like now. That means after you clear each room you can select one of three upgrades. Or you have the chance to level up an upgrade you already have. Also, I designed the upgrades to synergies with each other in fun ways. Such as one upgrade creating fireballs and another upgrade making fireballs move towards poisoned enemies, ect.
changedLevel Design. - Main thing, you don't have to wait on portals anymore. As soon as the room is cleared then you can move on. Now, each 'Run' of the game has 4 rooms. Each time you beat a specific room then that room's difficulty levels up for next time. If you level up a room high enough then that room's boos will spawn. You win the run if you beat any room boss.
addedIf the game receives enough attention to justify it, I would love to continue adding more rooms, bosses, and upgrades. Though I feel like the envisioned version 1.0 of this game will be a good nugget of fun regardless.
Vaporware Odyssey changes
changedComplete overhaul of the player character and his combat mechanics. - The combat is a lot more fluid now. And the player has much more potential for moving around the level fast. Also, the player can perform a verity of special moves by attacking while jumping, running, or diving.
changedBetter upgrades. - The upgrade system acts a lot more like a survivor-like now. That means after you clear each room you can select one of three upgrades. Or you have the chance to level up an upgrade you already have. Also, I designed the upgrades to synergies with each other in fun ways. Such as one upgrade creating fireballs and another upgrade making fireballs move towards poisoned enemies, ect.
changedLevel Design. - Main thing, you don't have to wait on portals anymore. As soon as the room is cleared then you can move on. Now, each 'Run' of the game has 4 rooms. Each time you beat a specific room then that room's difficulty levels up for next time. If you level up a room high enough then that room's boos will spawn. You win the run if you beat any room boss.
addedIf the game receives enough attention to justify it, I would love to continue adding more rooms, bosses, and upgrades. Though I feel like the envisioned version 1.0 of this game will be a good nugget of fun regardless.
Over 6 months ago I uploaded the original demo to this game. In all honestly the response was very disappointing. However, I did receive a lot of harsh, though helpful, feedback. And since then I have been working hard to improve the quality of this game.
~~ UPDATES ~~
Complete overhaul of the player character and his combat mechanics. - The combat is a lot more fluid now. And the player has much more potential for moving around the level fast. Also, the player can perform a verity of special moves by attacking while jumping, running, or diving.
Better upgrades. - The upgrade system acts a lot more like a survivor-like now. That means after you clear each room you can select one of three upgrades. Or you have the chance to level up an upgrade you already have. Also, I designed the upgrades to synergies with each other in fun ways. Such as one upgrade creating fireballs and another upgrade making fireballs move towards poisoned enemies, ect.
Level Design. - Main thing, you don't have to wait on portals anymore. As soon as the room is cleared then you can move on. Now, each 'Run' of the game has 4 rooms. Each time you beat a specific room then that room's difficulty levels up for next time. If you level up a room high enough then that room's boos will spawn. You win the run if you beat any room boss.
The full game will launch with 4 rooms in total and have 4 room bosses to beat.
The demo here technically only has 1 room type, though repeated with slight variations so that the game can be played properly. The demo only has 1 boss available, and only a small selection of the upgrades are available. But I made sure to include some of the most fun upgrades.
All that is left for me to do for the final launch is to finish the 3 other bosses and flesh out the last of the upgrades.
If the game receives enough attention to justify it, I would love to continue adding more rooms, bosses, and upgrades. Though I feel like the envisioned version 1.0 of this game will be a good nugget of fun regardless.