Game
Spellrazor
9 years ago

So what next?


I’ve been overwhelmed by the general positivity you’ve shown toward my little game. It’s only been 9 days, and I’ve had more feedback, intelligent criticism and comments than in the entire game’s lifespan (admittedly only a couple of months) on other sites.

So - this is where I ask for help. What do you think would make Spellrazor fans like this weird little game even more?

My current plans include:

  • Add menu when starting the game allowing you to clearly choose between the 3 Slowmo modes (always on, danger only and always off). Some people simply aren’t getting the fact that the game slows to a crawl only when you do NOTHING, and are thus getting quite frustrated, despite the fact that help is at hand (or more accurately ‘not hand’).

  • Add menu when starting the game asking you for a ‘world seed’ - most people don’t seem to realize that you can play the same world again and again if you simply type something at the start of the game!

Anything else you’d like to see? Would you prefer that spells had no ammo, but only a joint pool of ‘magical energy’ and - perhaps - cool down time? Would you like a full step-time movement option (so it’s not Slowmo as much as Stopmo!).

Let me know!

For the record, there are some things I really don’t want to change, and I feel I should explain why:

1) 27 keys for 27 spells. The current gameplay is modeled after Roguelikes with their constant abundance of options - and keys. I feel ‘expert Spellrazor play’ requires the immediacy of ‘I want to use that weird spell NOW’. Shortcuts and keymaps would ruin this. People would just use 3 spells and complain when they ran out of those, forgetting that they have an arsenal of powerful spells ready and waiting. Plus, at least with the current setup you never have to go searching through stuff to remember what is on what key. It’s always the same. Zap is on ‘Z’.

2) I want to keep the complex hacking in the console. I’m sure some people would rather ‘shieldup’, ‘buy’ and ‘sell’ moved out into the game world in the form of shops, pickups and the like. I could do this, and hide these items in the vaults, or XP upgrades or whatever, but I feel that this would remove control from players and also further discourage them from engaging with the adventure game.

Anyhow - if you think Spellrazor is good… but could be better, please let me know and I’ll do my best to make it happen.

  • Dene



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