DevLog: Bullet Time! Become a Juicy Neo!
Hey everyone,
one important thing we took away from recent player feedback was that strategic decision making should be more pronounced in the game from the beginning on. We tackled the problem by visually overhauling environments to make them easier to read, which is an ongoing process. But we also added some mechanics:
1. Players can instantly draw a new hand of flasks (which I explained in an earlier devlog).
2. Players can enter bullet time at a small resource cost.
3. Players can push enemies with explosions and pull them towards a black hole to control the battlefield in top down view. This is my new favorite thing.
In this devlog I want to talk about the second mechanic: bullet time.

As you can see in the gif above, the player (in other words: me) enters bullet time to make precise movement decisions. In bullet time, players have the advantage that their flask drawing speed is not slowed down. This means that although they move more slowly, they can still use and throw flasks at normal speed for that epic Neo-From-The-Matrix-Feeling (TM).
Watching the gif I realized that I racked up a 4x combo like the sick pro gamer I am in my own game. Yes, combos are a thing now, too ;)
If you are interested, you can watch the full 1 minute combat sequence in this fancy vertical Youtube short:
[previewyoutube][/previewyoutube]
I'm pushing the latest version to our internal testing branch today and if our diligent QA bee Jan does not find any terrible bugs, it will also go live on the public playtest version on Steam next week. There is a crapload of new and changed things in this upcoming version that I will present in the following devlogs. Next up for me is to make a new tutorial level to include all the new fancy stuff.
That is it for today, thank you for reading and have a nice weekend!
Alain
one important thing we took away from recent player feedback was that strategic decision making should be more pronounced in the game from the beginning on. We tackled the problem by visually overhauling environments to make them easier to read, which is an ongoing process. But we also added some mechanics:
1. Players can instantly draw a new hand of flasks (which I explained in an earlier devlog).
2. Players can enter bullet time at a small resource cost.
3. Players can push enemies with explosions and pull them towards a black hole to control the battlefield in top down view. This is my new favorite thing.
In this devlog I want to talk about the second mechanic: bullet time.

As you can see in the gif above, the player (in other words: me) enters bullet time to make precise movement decisions. In bullet time, players have the advantage that their flask drawing speed is not slowed down. This means that although they move more slowly, they can still use and throw flasks at normal speed for that epic Neo-From-The-Matrix-Feeling (TM).
Watching the gif I realized that I racked up a 4x combo like the sick pro gamer I am in my own game. Yes, combos are a thing now, too ;)
If you are interested, you can watch the full 1 minute combat sequence in this fancy vertical Youtube short:
[previewyoutube][/previewyoutube]
I'm pushing the latest version to our internal testing branch today and if our diligent QA bee Jan does not find any terrible bugs, it will also go live on the public playtest version on Steam next week. There is a crapload of new and changed things in this upcoming version that I will present in the following devlogs. Next up for me is to make a new tutorial level to include all the new fancy stuff.
That is it for today, thank you for reading and have a nice weekend!
Alain