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GRIME II Dev Diary 2 - Enemy Molds

Dev Diary 2 - Molds

Hey! Yarden GRIME director here.
Last Diary I talked about Health Wards and how you would obtain new Molds, Enemy Molds specifically.

The Molds are cast using a Paint resources gained from attacking enemies, and scale with attributes to become a part of the many different possible builds.

Some Molds can be sent forward for quick, ranged attacks...

Some Molds will have you become them for a powerful attack, or flurry of attacks. Somewhat like Black Myth: Wukong.


Other Molds can offer powerful utility, apply debuffs, launch enemies, and more...

But there is another kind of Molds... Item Molds.
Their goal is to hopefully prevent hoarding behavior (which I am also guilty of), while also replacing the disappointing tedium of finding single use consumables that you'll hardly ever use.

But more on that on the next Dev Diary...


Until then, a reminder that we post WEEKLY updates to our Social Media (Links at the bottom of the post).
Here is an example of one showing some of the new outfits:




See you next time. :)

GRIME II Dev Diary 1 - Health Wards

Hey! Yarden GRIME director here... sorry to keep you waiting for so long, that was definitely NOT the plan.
However, we have been hard at work this entire time, and aim to make it up to you with regular updates from now allllll the way up to launch with weekly updates on our Social Media pages.
Updates like this-


Now, I would like to tell you about one of our new combat mechanics.
GRIME had Segments on enemy Health bars to represent openings for powerful parries, heals and obtaining traits.
In GRIME II, Segments are being replaced with Wards.

Enemies may have 1 of 2 Wards.
Mold Wards - Most typically on regular enemies scattered around the world, when you break Mold Wards the enemy staggers for a few seconds, dashing into them will absorb their shape and give you a single use of their Mold ability.


Do this enough times, and you permanently get their Mold ability.
Look at this as a replacement to how you got Traits, which will now be built in as a part of a skill Tree instead.


Next, are Breath Wards -
After Breaking a Breath Ward, the enemy becomes vulnerable to a Grasp (the new "Pull" ability), which sends you bursting through them, granting you a heal charge.


Breath Wards will usually be on powerful Elite enemies and Bosses, so think of this more so like an answer to GRIME's issue with some bosses not being absorbable and you being unable to gain any healing during a fight.
This also gives you a goal to play to strive towards. If things look dire, you are out of Heals and low on Health, you could break that Breath Ward perhaps with some very careful ranged combat, you'll get another chance.


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This is all just a small taste from the new system, in the starting area of the game alone you will be introduced to much more of the many options you'll have available during combat. Variety is core to GRIME II; variety in colors, environments, abilities, enemies, everything. But I'll talk more about some of those at a later date.

Thank you all for sticking around after all this time. We can't wait to get GRIME II into your hands. :)


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On a final note, we signed with a publisher - UK-based publisher Kwalee.
They'll be helping us with a bunch of stuff from bug finding to porting.


Our Discord
https://discord.gg/grime

Follow us on Social media for Weekly updates:
https://grimegame.com