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In the past two years I've been busy with creating a more engaging gameplay for Myriavora. My latest demo shows the result of my efforts.

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In the past two years I've been busy with creating a more engaging gameplay for Myriavora. My latest demo shows the result of my efforts.


The biggest change is that I've given up any attempts to create skill trees. Instead, after each wave you're presented a random selection of skills from which you pick your loadout for the next wave. This results in much more varied and interesting gameplay.

Another major improvement is the "shoot-to-shoot-faster" mechanic. It makes each shot temporarily boost your rate of fire. Combined with auto-attack mode (unlocked at wave 4), certain rate-boosting skills, and overloadable generators, you can achieve insane amounts of firepower.

I've fixed a few bugs in the enemy AI code that hampered its ability to tackle obstacles. I was surprised to see how much that affected spider behavior as their attacks got outright vicious. When you play the demo, you'll find out what I mean probably in the first few seconds of combat.

An unintended, but actually welcome, side effect is that movement is now crucial to survival. To help with that I've streamlined and generalized the moveset. The old double-jump skill no longer exists. Instead, all characters now always have the ability to dash, and it interacts nicely with gliding. Don't ignore the tutorial hints as you won't have fun if you don't get this right.

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