To that end, players now receive Amps more often per level, and with no limit to how many they can carry. We want players who spend the time to explore and collect Amps to feel like their character is an unstoppable force of nature by the end of each level. We’ve heard your feedback about them, how you felt constrained by the limits on how many you could carry, how it was difficult to find Amps with good synergies. Reworked core gameplay loop and mid-run progressionFirst, let’s talk about Amplifiers, or Amps for short, those mid-run upgrades you collect from the stations with the glowing blue crystals. Powerups have drastic, sometimes game-changing effects, such as Glass Cannon’s doubling of incoming and outgoing damage, Vampire’s HP regeneration, or Mirror Dash’s ability to reflect enemy projectiles back at the caster. When selecting Amplifiers, you’ll be able to see which Powerups you will be making progress towards on the top of the selection screen. Changing Powerups so that they are acquired by collecting enough Amplifiers of the same category, giving players something to work towards mid-run and another thing to consider when selecting Amplifiers.Removing the limit on the number of Powerups the player can carry at once.Removing the limit on the number of Amplifiers that a player can carry at once.Adding 50 new Amplifiers to the game and removing some of the less interesting ones from the drop pool.We’re approaching these requests in four ways: People wanted to collect more of them, with more drastic and obvious effects. We received a lot of feedback on our initial implementation of mid-run perks, which we are now calling Amplifiers to avoid confusion with other mechanics. Reworked core game loop and mid-run progression
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