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QUICKERFLAK News

_RUTHLESSMOD


Howdy folks! We live in a neat kind of symbiosis. I work full-time to develop gameplay experiences, you play it, and with your feedback and support, I can tweak my development to meet your expectations.
Following this logic, half of my working time is dedicated to improve old products, and the other fraction is consumed testing new ideas.
If an update changes to much the gameplay, minimum requirements or game pace, it spawns an expansion/sequel. If the new ideas fit a playable concept, a new product is delivered for you.

The "_RUTHLESSMOD" expansions
Targeted to the most hardboiled fraction of this community, it is focused on re-inserting stuff that I removed from the initial concept of a game to become more user friendly.
QUICKERFLACK_RUTHLESSMOD, for example, took more time to develop than the original game, has full_auto flak cannons, and up to 5 enemies with advanced prediction each map combo-ing with the regular enemies and a swarm entity that changes a lot how players have to deal with ammo management, combat navigation and risk. It is pretty intense! (and hard)
https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD/
I am working on a Trip to Vinelands expansion too, and I will be able to show it soon.

The NU stuff
2022 is all about everyone launching a roguelike...
It is hard to tell yet how "classic" is the pace of the project, but I guarantee to you that the procedural elements are working like a charm and it is a blast to play! I am still polishing it.

There are lots of stuff to come, and I am really really thankfull to be with you in this awesome journey.

PS: I am still working on the science project AccrO, and I will try to post a bit more of the game development routine on Instagram https://www.instagram.com/waltermachado.dev/

Many many thanks!

QUICKERFLAK update 1.1

Howdy folks, as you may know, I work for you, this awesome community that supports my work and fuels my constant desire to improve gameplay experiences.
QUICKERFLAK gameplay is now a bit more... fluid/quick/badass. The organic levels are procedurally generated... so, instead of manually making each one, I kinda teach the game how to make the levels by creating the procedural seeds that will generate each room...
I noticed that the players find open environments a bit more fun due to the constant momentum and the increased chance of multiple KOs with the same shoot... after a few months of "tweaks and tests," the 1.1 version was done.
I am very excited to invite you to visit QUICKERFLAK again and beat your previous score, with the extra polishment that improved the gameplay flow! Many many thanks!