Players weren't really "exploring" as much as they were rolling the dice and checking out their rewards. And yet, you had no meaningful input on what exactly spawned. Mainly because the way it was implemented in the demo, you would just buy lands around your small island and slowly expand outwards. Procedural map generation is not the best approach to the whole " go on an adventure and find cool secrets!" idea. I wanted a feeling of finding secrets and solving puzzles as you explored a big, vast land filled with resources and creatures. However free exploration was always one of my main design pillars. For the game jam, I just didn't have enough time to design a map by hand, and then for the itch.io demo version, I didn't have the resources (again, time and money) to commission enough art to make the game visually interesting. This was a decision I originally made due to technical constraints. Play the demo for Impossible Dungeons, my other secret project you may have heard of!įorager was always procedurally generated. No need to wait, level up or do anything else!Ī pack of digital loot that includes the official OST, wallpapers, print-ready illustrations, never before seen concept art and other secret stuff!Ī droid in the game may be named after you! Updates on development, almost every week!Ī key for the closed beta instantly. More FREE key giveaways for the community.Ĭontinous, FREE updates, DLC, and expansions.Ī little more content and soundtracks at launch.Īdditionally, you can earn amazing rewards! I am very close to being able to add all the stuff I want to put in the game, but I need YOUR help for the final stretch in this adventure!Ĭheck out our Patreon page if you want Forager to have: I have a vision for what Forager can be, but some of the more expensive features are out of my reach at the moment. Get your key instantly by supporting development through Patreon!
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