While I am struggeling which one to implement I decided to give you, the players, the chance to choose a prefered one π
Kategorie: DEV-NEWS
The early idea for the game was NOT to display to many UI, Stats etc. Players should more „feel“ it. Feel which weapon deals more damage or is more handy to them etc. But I know, many of you want to compare, want to check etc. So here is an early version of displaying some […]
A friend of me said, after playing an early demo „I want to throw that damn skull!“. I answered: Sure – no problem. Now its also possible to throw it with a high amount of damage as well π€© By changing the skull I also added a feature I AM missing all the time: If […]
While working on a new Level (and level-type) I thought „Having a skull swimming in the poison would be AWESOME!“. And now its done! The skull in the entry-level of the sewer area can/is configured to move like it would swim.
Randomly the player comes across this upgrade-room where the little cute snail „sells“ the player a card of three given ones. By now, the player has to achieve the mini-game. If successful the player will get the selected card-effect increased. If the player is landing on yellow: The effect will not be increased. Sadly if […]
Signs in Returnate will popup and zoom in if you are close enough. These signs are at the „tutorial area“ at the spawn.
Keys are (optical) handled different in Returnate. Key will be stored in a kind of keyring and swing with your movement
Ever thought of a romantic dinner with candle lights? Sure. But here we have a group of hovering that „fires“ attacking and following flames at you! Less romantic.
A while ago I developed the zombies. With these undead guys the muscle zombie came to screen. Kinda boxer. Of cause this needs a system of pushing back. Also intregrated in some other weapons π
I guess some of you wants a little more „damage feedback“ or simply BRUTTALITTYY. So, here are blood splashs π