The main goal is to give you twofold options, where you might want to focus on the secondary or the combination rather than the ability itself.įor example here you would be hard pressed to take Air Looper I due to the secondary of heal while you are at full hp. Whenever you do gain enough experience points the following screen will show up:Īs you can see you will have three choices to ponder between. Level ups are simple-achieved by gaining enough experience points, but with the minor twist that experience points are physics objects and will slide around, sometimes forever lost in a pit of acid. Your choice in growing more powerful happen in those two instances in the prior sentence, but let us start with the classic level up. In actuality of course it was me, us from from the Cool Smithy Games gang, that give you three choices upon both completion of lap and level up. When light first shone from the sun, fate gave you three choices. In the meantime while you wait for the impressive new mode and the weapons + world elements that come with it please find yourself enjoying the demo for Clockwork Survivors or grab either of our games on a biiiiig fall sale.īefore the post falls into some more depths of Laps and Level ups, I urge you to try out the game on its playtest (available now) with some additions showing up on Friday. A prototype for it that is, we are looking to have much more going on with it than what we can get you to play withing the next two weeks. Both on working on the mobile version and bringing you a new update hopefully including what we call internally the "Arena Mode". Now with that small gap in our work on the improvement on Clockwork Survivors we are back on track. Fingers crossed they will be released in the near term. Now the week is nearing its end(work wise, still a lot of fun time left) and we have successfully posted both games as under review. For us it came out from nowhere an email dropped in my inbox stating Epic Store was letting in anyone to release their game in the same way steam was as of that moment.Ĭue us dropping everything we had going on to get both of our released games into an Epic ready state, luckily for us Epic on one week of hardcore working seems to be a functional and well put together environment to release games, so most things went down without a hassle. This week has been a full on chaos at our small studio.
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