Brace yourself, hero, for a battle unlike any other against a tyrannical health bar, a relentless titan fueled by its every defeat.
Thank you everyone for all of the support so far!
Bar Breaker has been out for less than a day, and I've already been able to use some feedback to improve the experience.
It seems the most common negative feedback of the game is that is has just been too short.
I don't believe this has actually been due to lack of content - in this game that's the abilities - but more of a balancing issue. Things just costed too little, the bar didn't have quite enough health, and the final battle didn't have much substance.
This version addresses these 3 issues and provides a bit more of a journey through the skills vs a bit of an unlock fest as it was before.
I did my best to ensure that it didn't overwhelm with costs either. More testing and feedback will help tighten the progress through the skills up more.
[h2]Changes[/h2]
[list]
[*]The cost of skills has been increased, and the cost curve has been adjusted so that skills now make you work a little harder as you move deeper in.
[*]Mastery Level gives a bit less of a discount now so that there is still some work involved to further purchase new skills.
[*]The Dark Entity has been given significantly more health and its healing orbs have been adjusted to match this new health level.
[/list]
[h2]What's Next?[/h2]
Now that balancing has begun, the core of the game will improve; however there are those who have already unlocked all of the skills...and simply balancing the game isn't enough to provide an improved experience for them.
This has led me to wanting to begin on the next set of content for the game.
I have a bit more to consider before jumping in, but the current plan is to expand on the skills more adding in a new element and abilities and status effects to go with it. I would also like to bring in the ability to purchase upgrades for the skills - leveling them up - which would alter their appearance a bit, and increase their damage.
Adding in more skills and more power must then be given a purpose, so the health bar will gain stacks of health that must be depleted each level before the bar breaks.
How exactly everything will fit together in the end is currently up in the air, but once I figure out how to best implement them and extend the gameplay experience I will release more information.
[h2]Thank You![/h2]