Development roadmap
Soon:
-Better tutorials. The tutorials are the most underdeveloped part of the game right now, which is not ideal since they are usually the player's first experience. Right now they just throw walls of text at the player explaining everything they need to know, functional but obtuse. I want to make tutorials more interactive, parsing information into smaller more digestible chunks and frequently asking the player to demonstrate an understanding of what they just read before moving on.
-cross-run progression. Right now the player starts with all of the games abilities unlocked, this will change in the next major update. Abilities will be divided into groups that will be unlocked one at a time by leveling up. At the end of a run, the player will get xp equal to the total number of gems collected that run, 2/3rds of this will go towards leveling their primary class for that run, the other 1/3rd will go towards their secondary class. Once you reach the maximum level for a class and beat the game at least once with it as your primary class, you will unlock the ability to mono class with that class, have it equipped as both your primary and secondary class.
-The Paladin class. The next class coming to Destroy The Orb! is the Paladin. The Paladin will be a melee class about getting up close and aggressive, and having the tanking power to survive being up close with the enemy. With the Paladin will come several new mechanics such as melee attacks for the player, protection, taunt, and reflect.
-New area, Castle grounds. Each class has a corresponding area, and for the Paladin this will be the Castle grounds, full of corrupted knights and soldiers who specialize in hand to hand combat
-Corruption difficulty system. Once you've beaten the game, there's not much more to strive for. The corruption system will let players add more difficulty to runs by increasing different corruption levels like enemy damage, amount of enemies, threat increase rate etc... The game will keep track of the highest total corruption level you've cleared with each class.
-minimap. The minimap will be available in the inventory menu, you can use it to see an overview of the current area. This will be useful for keeping track of offscreen bosses and finding the last enemy in some random corner of the map.
Eventually:
-final area, Orb's peak. This will area will come after 3-boss and will be ultra-difficult, now that you've collected all 3 relics needed to open the sanctum of the Orb, you must climb to the peak to open it and face the final boss.
-new classes, the Summoner and the Alchemist
-new areas, decrepit library, unstable laboratory.
-many more abilities including more generalist abilities
-more npcs in the practice room including one who will let the player practice against different enemy types
-different game types, daily runs, deity mode
-story and boss dialogue
-much much more
Thank you all for playing and for your feedback - Max Wilde
Get Destroy The Orb!
Destroy The Orb!
Status | Prototype |
Author | Max Wilde |
Genre | Action |
Tags | 2D, Bullet Hell, Pixel Art, Roguelike, Singleplayer, Top-Down, Unity |
Languages | English |
Accessibility | Configurable controls |
More posts
- Tips and Tricks update is here!Aug 22, 2021
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