Hi! Once again, I would like to thank everyone for your invaluable feedback over the past week. I’ve just updated the build again (v1.0.2), but there isn’t any gameplay changes nor content addition. Instead, I’ve added something very basic that had completely slipped my mind - a pause screen.
Yes my friends, you can now pause! (lol) Press ESC to pause.
After reading everyone’s feedback, it’s decided that Death Cabin will be headed in a direction where the final product will consist of multiple maps to play in, each map with its own set of weapons and enemies. There will probably also be different game modes, but it’s still way too early to go into details.
An issue I would like to address is the supposed exploit where players would purposely delay killing the final enemy of a wave until they get their weapon of choice - or/and until an extra crate lands on the ground (and as such, destroys the game’s pacing). I initially believed that to be a non-issue, because waiting so long would break the combo the player has built up, and impact the player’s score. It would appear that I was wrong. It seems like losing the combo is not a compelling enough reason to not play the waiting game (that, or I’ve failed at communicating the importance of combos to players). As such, I’ve thought up a solution - and that’s to make the final enemy of the wave mutate into a super enemy of sort. Kinda’ like the final turtle or crab in the Mario Bros. arcade game, or when a zombie turns into a crimson head in Resident Evil remake. We’ll see how that turns out!
Finally, I would like to point out that because of my work commitment on another game, Spacejacked, which I’m developing together with my teammates at Rotten Mage, progress on Death Cabin may be a little slow. If you have not checked out Spacejacked, please do so and spread the word =D! It would help me a lot.
Thanks! =)
Play Spacejacked!!!
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