Players compete in an arena-based pvp game. Wizards shoot orbs that grab all objects that come into contact. Players must use the orb in addition to powerups to shove their enemies into pits to achieve glorious victory.
Players are now extremely slowed upon collecting crystals, making it very hard to escape to safety without a teammates' help. Dashes now scale with the held amount of crystals, interacting similarly as regular movement does. These two changes make it extremely hard for a player to escape the dangerous area around the pit, making camping the edges less likely to occur. Players who hold crystals now are incentivized to fight instead of run from enemies. The menu has been upgraded, featuring new music. Sound effects have been shuffled and mixed to blend in more harmoniously. Wizard team sprites now stand out from each other, with distinguishable yellows and greens. The dash particle effect has been reworked, and now displays properly as intended. The background has been upgraded with a new pixel palette, featuring accessory objects around the map.
Next week, we plan on gaining inspiration from organic sources, playtesting a bunch of games, and learning more about attending E3. Visual juice is a never ending pursuit.
This week, we made a lot of bug fixes, updated UI and sprites, and added more juice!
It's time for the weekly update! New stuff: New arena, capture the resources game change, new animations and juice!! Reason: Needs better looking visuals...
Weekly update regarding: what's new, what's the motivation, what's coming in next iteration.
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