The odyssey of Mage Drops that starts with enchanted forest islands and travels through forgotten seas, crumbling ruins, haunted mines, unfathomable machinery, chaotic dimensions, and royal fleets has reached the finale with the Celestial Void! World 8: The Celestial Void joins the seven other worlds currently available to players in Early Access in the magical, golf-like platformer Mage Drops! Push back against extinction with new arcane abilities that allow for a new dimension of options in solving the puzzles of the Celestial Void.Control velocity and momentum in null gravity to streak across the void and navigate away from abyssal threats.Defy gravity and soar through the Celestial Void to rescue the last remnants of a magical species from the physical forces of extinction!.The enchanted, golf-like platforming gameplay of Mage Drops has evolved in this final cosmic world and the challenges have escalated to match! Orchid of Redemption is proud to announce that the eighth and final world has been added to Mage Drops in Early Access on Steam and Itch ! Let us know how you go, we'd love to hear about your experiences! The boss fight puzzles added in this build are: Our solution to this is to create boss-fight-puzzles where, instead of trying to kill some enemy, you're confronted with a larger scale puzzle to unravel, in the midst of trying to dynamically evade danger.įor those who have already progressed far through the game but want to go back and try these levels out, they'll already be accessible from the Course Select screen as the last level in their respective worlds. While Mage Drops, and Orchid of Redemption as a whole, has a non-violent philosophy, our story still has important conflicts for our hero to overcome. These unique levels help to give the game a sawtooth-wave kind of shape, where the difficulty ramps up as the levels progress, then peaks at a boss-confrontation, then drops down again at the start of the next world, and so on. While all the core-gameplay levels are complete since December 2021, we're now working on a few unique levels that will tie in with the story (which is also coming soon) Hey folks! Happy to be back with you in 2022! generally tweaked the pars and time-targets to make getting golds more fair in all the world 2 levels.This is mainly for transitioning from above to below the water-surface, where the slow-motion gives you more time to react to what you couldn't see from above the surface added in a powerup that gives you temporary slow-motion.made the water a little more transparent.So instead we replaced them (just the ones in this world) with zipper-bubbles, which cancel out any previous velocity you had, so they reliably shoot you exactly in the direction they're pointing This made accuracy/consistency extremely difficult. So even though these bubbles shoot you out quite quickly, you could get wildly different results depending on whether you were falling, moving upwards, sideways, etc. Essentially the old arrow bubbles (the both the auto ones and the ones you can manually rotate) took into account your current velocity while you're inside the bubble. changed up the arrow-bubbles for underwater.added in some support-structures to allow for this slightly altered underwater physics.This means there's more scope to adjust your shot in the air, and to roll further on the ground Overall this makes the underwater movement a little faster, and allows you to hit further. reduced the drag and increased the gravity when underwater.World 2 and 4 were definitely at the top of our list!įor today we've done a thorough pass on World 2: We're starting to go back over the core levels and deal with some of the difficulty issues. This is just to get you in the rhythm of collecting droplets before you hit the last few worlds where a large number is needed to enter.Īs always come and join us on Discord, we'd love to hear about your experiences: We also gated world 4 in the overworld so you now need 10 droplets to enter. So as with world 2 these levels are still an awesome challenge, but now gold is much more achievable for the experienced player. Replaying this world again I don't know how I managed to get gold on all these levels, so it was good to get some perspective and realize the bar was set crazily high! However because building these levels is a lot more time consuming (the cave levels are both vertical and horizontal, whereas most other worlds are primarily horizontal) we didn't polish the difficulty as much as the other worlds. This is a favourite of ours, and some really interesting gameplay mechanics and level designs come into play here. Following the world 2 polish last month we've given a lot of attention to world 4, the cave world.
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