Hi everyone, I know it’s been a couple of months since I last posted. Real life day job work (boo) and a plethora of bugs (double boo) slowed down development for awhile, but I’m happy to be able to post an update on the progress of Rain of Arrows! I’ve tried to address some of the feedback I received at PixelPop, as well as add in some new features. Before I talk your ear off, here’s a video of some of the new gameplay:
Let’s talk about the updates that were made, and the reasoning behind them!
Aim Helper Arc – One of the biggest challenges people had when trying out the game was hitting their targets. While it can be mastered in time, there’s a bit of a learning curve for sure, and it can be difficult to focus on improving your aim while there are also enemies shooting back at you. The aim helper lets people know exactly where their arrow is going to be going, and as an added bonus, the help it provides allows me to ramp up and add more enemies in compensation!
Enemy Outline Highlighting – A common complaint in the early demo was that people had trouble seeing the enemies against the background. I thought about giving the enemies different colors to stand out against the terrain, but thematically, the idea that your enemies would choose to wear brightly-colored outfits to go stand out like sore thumbs in the wilderness seemed a bit off. The outline that grows while they attack allows them to dress more realistically while still being visible, and also gives the player a helpful indicator of which enemies are about to attack, allowing for quick prioritization of targets. Whether or not I stick with the outline effect specifically will depend on how people respond to it in testing, but I think some sort of highlighting effect along those lines is going to remain in the game.
Danger Sense – One of my goals for the game is to make the player feel like Neo in The Matrix, dodging projectiles left and right and generally feeling like a ninja. By showing the player a quick glimpse into the future of where enemy projectiles are going to be going, there is more time to react and get out of the way just in the nick of time!
Time Slow (
Bullet Arrow Time) – Going with the theme of dodging the proverbial bullet, I’ve added a time slowdown every time the player kills an enemy. Initially this was going to be a purchasable upgrade, but in testing it made the game so much more fun that I decided it had to be made into a permanent feature somehow. It allows for the player to pull off impossible dodges against countless arrows and fireballs that would be impossible in real time, as well as giving encouragement to keep stringing together kills in order to keep the slowdown going. The feature is still in the early stages and there’s plenty more work to be done: I need to add a better indication of how much time is remaining in slowdown, and consider ways in which the slowdown could be made even more interesting and strategic, but I’m very happy with where it’s at so far and I know it’ll add a lot to the game.
BOSS FIGHT!! – Everyone loves a good boss fight! I’m trying to create boss fights in the vein of Shadow of the Colossus and the Dark Souls series; I want bosses that force you to really pay attention and learn their tactics, to dodge and strike with precision, and to think strategically. There will be plenty more bosses to come down the road, so keep your eyes peeled!
So now that we’ve seen what’s already been added, what’s on the roadmap for future development? Lots! I’m going to be added a variety of upgrades that can be purchased between levels, in order to provide a different playing experience on each run, and make the player think strategically about exactly where they want to invest their gold in order to best handle the challenges ahead. I’m also going to be adding new bosses, new enemies, and possibly some destructible environmental objects as well. Lastly, I’m going to keep tweaking the gameplay and having as many people test the game as I can, in order to provide the most enjoyable experience I can!
Thanks for reading this, and I hope to provide you with more updates as the game gets closer to completion!