This thought was hugely inspired by the mining games such as Motherload and Steamworld Dig even though they are 2D platformers and take place in a completely different kind of environment. The scope of the game escalated quickly, but one of the core mechanics in DYSMANTLE is that - with the right tools - you can break more than 99% of the objects you encounter in the game world. (What's the less than 1 percent then? Well, for obvious reasons we can't allow the player to break stuff that they'd need to interact with in order to progress in the game.)īreaking stuff (aka. The game is categorized as an open world action RPG, which means it also has the regular RPG elements such as fighting, ruining everything) is just one aspect of the game though. Leveling up, crafting better gear, and so forth. A few parts of the game structure and exploration were inspired by games like Zelda Breath of the Wild and Dark Souls. The game can be challenging if you go to an area you're not supposed to be at, but we're not targeting Dark Souls difficulty with this game. What's more essential is making your progress feel great and meaningful. In addition to all that, we decided to throw in all sorts of auxiliary activities such as hunting, fishing, and farming to make sure the player has always something different to progress at.
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