Powerhoof! Another enviro...


Castle Keep

This is the final one from the initial list I thought up:

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So next I’ll put a little time into testing out some of the more “out there ideas” before I knuckle down and start fleshing these out and putting them in game…

-Barney

  1. “What’s in these vases? Gold! What’s under this rug? A pentagram!”

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  2. Niblette

    SHUT UP AND TAKE MY MONEY…..oh wait, you’ve already done it :/

    Keep up the great work, can’t wait to see what ye got in store for us

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  3. Thomas

    Seriously awesome guys, the new environments all really look EXTREMELY awesome! πŸ˜€ Glad you guys are keeping us more in the loop this time around, too πŸ™‚ . Can’t wait to dig into the next update! πŸ˜€

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  4. AndrΓ©

    Wow, all those new envirnoment ideas look delicious! Do you plan to add some story based context to these or specific bosses for different environments? I’m thrilled either way. Keep it up!

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  5. These are soooooo cool cant wait for the next update!

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  6. You could make special passive items for each scene and if you get one of each youll get a game winning buff that adds 5 extra halth and gives you double damage wich stacks with things like beserker, but it is really hard to get because everyone wants it and you have to get to each scene.

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  7. Colton

    Wow! This is excactly what I was hoping for! Keep up the good work guys, I can’t wait to see how you implement these environments into the game.

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  8. Shadowmaw

    Will there be situational bosses for each environ? Cause that would be AWESOME. Each type of floor could have a unique kind of boss entrance too, like the keep could have a giant door that iron bars could shut it before level 10 and after a failed attempt, or the caves could have the floor fall down to the boss

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  9. Chris & Lauren

    We’re most excited about the Castle Keep and Haunted Forest! They have a refreshingly open look to them. It gets claustrophobic in those little dungeon rooms. Lauren wanted to suggest more monster evolutions (and possibly a game mode with no boss until level 20). It’s so hard to stop the AI from killing the boss as soon as they reach 10 so we rarely get to play longer than that to see all the items. I think we’ve only had one magical weapon in all the games we played because of that! Anyway, great game. Please keep evolving it!!!

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  10. Airis Wyvorn

    You guys have done so much for this game. It’s incredible that it’s still in early access. Outstanding. 10/10. You guys the AMAZING. Hear me AMAZING.

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  11. That brazier could be used in combat, throwing hot coals at your opponent is usually a very effective distraction. Hell, the same goes with the pillar, knock it down and a second later rocks fall from the roof to crush your foes.

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    • hmm with the new “interactive prop” system this kind of thing isn’t completely out of the question, though i think it will be a while before i can do another significant pass on interactive props

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  12. This is so cool! I think you should make one that look really dark ancient and geometric/slick kinda look! Haha, this is awesome! πŸ™‚

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  13. SpaceGhost

    I like the idea that smashing furniture in the enviroment gives the ghosts stuff to create blobs,
    but wouldn’t it be interessting to give it a 50/50 chance so it may also drop a small amount of gold?
    So the player can take the risk to maybe earn a few more gold coins but also having to deal with the fact that it could reinforce the other players/ghosts?

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    • it’s a fun concept, but we’re intentionally making sure nothing for the hero is in there- if we put any rewards for the hero in them, the end result is ghosts waiting around bored in every room while the hero runs and smashes every piece of furniture… i totally understand the instinct to want loot from smashing scenere, especially as it has been an established trope in dungeon crawlers for a long time, but it just doesn’t quite fit for us

      i do wish there were other ways to give the hero more fun sense of discovering cool stuff in the environment tho…

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      • SpaceGhost

        Right, that would be boring for the ghosts.
        Really excited to see the new dungeon designs in the game!
        Is it going to be a pure cosmetic thing or will “Castle” or “Forest” for example have an impact on the gameplay? ^^

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        • yeah exactly πŸ™‚ so far i’m not quite sure how much the enviros will affect gameplay- i’d like to have a lot of unique traps for each one to make them feel quite different… if i had all the freedom in the world, i’d love to try more significant things, like different enviros affecting which monster evolutions are available etc, but this kind of stuff is just daydreams and we probably won’t get a chance to do anything so crazy πŸ™‚

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  14. Awesome work guys thanks for this fabulous game !

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