This week we have put a lot of effort into enemy and level variation. To start off we have added four completely new enemies that adds to the diversity of different encounters. This includes both very simple enemies and enemies with more complex attack patterns. In addition to the enemies implemented this week we also have several enemies in production.
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So for the levels our aim this week has been to make each level feel more unique and interesting, while keeping the levels procedurally generated to make them slightly different each run. Of course adding more enemies and making some enemies unique to some levels does create a more unique feeling for that level, but for us that was not enough. Therefore we decided to update our generation algorithm once again to be able to design features unique to each level. To be able to make more interesting rooms we have also added platforms and bridges that the player can jump through and we have also added more decorations to some levels.
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Other than that we have also rebalanced the color economy and level timers as they were a bit unbalanced since the changes last week. This was something that was also brought up in several playtests, so we want to thank them for their feedback (as well as doing our weekly reminder that we are always looking for more playtesters, so if you are interested feel free to apply for a testing session in the questionnaire below). We have also been working on backer design rewards, so for you who have been participating in that we want to say that it has been really fun to hear your ideas and see your designs!
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Go explore, and beware of the Crystal Crawlers!
E&M
Painted Peril Playtesting: https://forms.gle/RhDEf7uFmzJB2nKz5
Discord Server: https://discord.gg/XetedhPSDn
Kickstarter: https://www.kickstarter.com/projects/messagephoton/painted-peril
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