End of the first Demo period, Overhaul Incoming!
Hello Everyone, ForestWare here!
I would like to offer everyone a heartfelt Thank You, this first public Demo have been a huge milestone in the lifetime of the Project. Your presence here means a lot to me!
But new and interesting things are coming in the close future.
Based on all the feedback you have provided me, some data and big decisions to move the game closer to my heart, about 2 weeks ago, I have started working on a huge overhaul, that will completely change the game without taking away what makes Sword Hero fun to play.
Expect more of the following:
-Exploration
-Secrets
-Interactivity
-Ergonomy
Also, to allow me to put larger emphasis on the Fun aspects of the Game, starting from here on, Sword Hero will steer away from Roguelite elements, and lean on more on a Semi-Open World design, filled with secrets and goals you can approach using multiple methods!
This means hand crafted Levels instead of procedural generation, unique, dangerous enemy encounters, hidden treasures and a highly interactive environment.
The basis of the new combat system will be a height and direction based physical Sword fighting system, inspired by classics such as Blade of Darkness and Die by the Sword!
The combat mechanics you could try out in the Demo will be part of a feature called "Hero Mode", which you'll be able to activate for a short while, allowing you to defeat most enemies with a single cut, "Fruit Ninja" style!
Below, I would like to offer you the first glance at an early dev environment, showcasing the new and improved tall grass mechanic, which you can trample, cut and burn. (Will also be used for other mechanics, like hiding traps in it, so enemies can't see and disarm them.)
If you have any questions, requests or suggestions, feel free to comment below, or DM me anywhere, so we can talk about it!
I would like to make this game as great as I can, with you - for you!
[previewyoutube][/previewyoutube]
I would like to offer everyone a heartfelt Thank You, this first public Demo have been a huge milestone in the lifetime of the Project. Your presence here means a lot to me!
But new and interesting things are coming in the close future.
Based on all the feedback you have provided me, some data and big decisions to move the game closer to my heart, about 2 weeks ago, I have started working on a huge overhaul, that will completely change the game without taking away what makes Sword Hero fun to play.
Expect more of the following:
-Exploration
-Secrets
-Interactivity
-Ergonomy
Also, to allow me to put larger emphasis on the Fun aspects of the Game, starting from here on, Sword Hero will steer away from Roguelite elements, and lean on more on a Semi-Open World design, filled with secrets and goals you can approach using multiple methods!
This means hand crafted Levels instead of procedural generation, unique, dangerous enemy encounters, hidden treasures and a highly interactive environment.
The basis of the new combat system will be a height and direction based physical Sword fighting system, inspired by classics such as Blade of Darkness and Die by the Sword!
The combat mechanics you could try out in the Demo will be part of a feature called "Hero Mode", which you'll be able to activate for a short while, allowing you to defeat most enemies with a single cut, "Fruit Ninja" style!
Below, I would like to offer you the first glance at an early dev environment, showcasing the new and improved tall grass mechanic, which you can trample, cut and burn. (Will also be used for other mechanics, like hiding traps in it, so enemies can't see and disarm them.)
If you have any questions, requests or suggestions, feel free to comment below, or DM me anywhere, so we can talk about it!
I would like to make this game as great as I can, with you - for you!
[previewyoutube][/previewyoutube]