but in several hours of gameplay - i have found no items that was really outstanding. I only managed to get to Grade 3 though ( out of 12 mind ) - so you HAVE to keep in mind that i only just scratched whats beneath. i do not think there is anything like that. To compare - in Diablo (which the game was advertised to be compared to) - there is a chance to get items that singlehandedly elevate a mediocre character to a very powerful one. Items seem to be tailored to the players level - that means once you get mostly appropriate items - 99.999999% of any further drops become useless. There is no urge to grind for "the perfect loadout", No will to "play just another level for the chance to get a really outstanding item". neutral: - the story is forgettable and the storytelling feels like an afterthought other thoughts: This game fails hard where it wanted to shine - i think. I would have wished for the option to either be allowed to switch to an alternative weapon during the levels or mix and match mechanics of two weapon types. In the end i only use either lasers or Railguns. ![]() Out of about a dozen different weapontypes, i find only 3 remotely useful. the weapons in particular are a HUGE disappointment. It almost all comes down to 3 simple stats and a few percentage bonuses. a very good UI that allows no confusion The good: - simplistic but nice visuals all through the game - clearly recognizable enemy types - a very good UI that allows no confusion - a good "skill" system the bad: - flawed randomly generated loot that turns out to be vendor trash 99% of the time, regardless of "rarity level" - some skills are CLEARLY better than others or even almost mandatory (like auto-retreat) - Huge amount of customization at first turns out to be mostly for show. You can empty your hold into your stash directly from this window.The good: - simplistic but nice visuals all through the game * There is now a helper window to remind you that you have cargo in your hold each time you return from a mission. * 2 mandatory missions were removed in grade 1 to allow a quicker progression in those boring levels without suicide bullets :) Some have been removed, others less important are triggered later in the game. * There is now less notifications when you start the game. * Most SFXs of weapons have been revamped and are now much more present in the global mix (stronger and louder pew pews!) If like me you prefered the virtual cursor, you can still switch back to the old mode in the options! * We finally changed the gamepad control in the menus. At least until, we have proven to ourselves that we are not only able to make games but that we are also able to actually sell them decently :) In the future, Alkemi will still work on games but probably with scopes A LOT smaller than for Drifting Lands. We lost enough money in this project as it is. We're still around because Alkemi has another source of stable income and we finally found some time to complete unfinished tasks we had on the game! At this point though, it would not be reasonable to expect a lot of new content or any console port for Drifting Lands. I can't really give steam sales publicly (it's supposed to be under NDA) but you can get a pretty accurate estimation by looking numbers on steamspy.Īnyway. It's probably my fault, and for multiple reasons, but the sales barely covered 20% of the development cost. To be honest, the game didn't perform as well as we hoped. 7 months, and I have to admit we gave very little news or spend very little time improving the game. Hi All! It's been a while since the release of Drifting Lands. Probably imperfect games, sometimes a bit too niche, but we will always try to bring something new, something different to the table, with a lot of polish as we did for the past ten years. The game didn't reach our expectations and retrospectively we would have done a lot of things differently, but i'm still super proud of the work of our little team.įor the time being we will continue to make slightly different games. ![]() There is no intent here to give a second life to the game, just the will to make more accessible our little contribution to the world of action-RPGs (see how I did not call it a shootemup ? ^^). This decision is a way for us to try to share our work with a larger amount of people, without going so far as to make the game entirely free. Thank you, because even if you did not make us live, you gave us enough drive to make more games. If you bought it earlier at a higher price and THANK YOU. It's not a sale, it's just the new price of the game. From now on, the game will be sold at 5$ (4€) and you can get its awesome OST for less than 2$. 3 years after its release, we have dediced to change drastically the price of Drifting Lands.
0 Comments
Leave a Reply. |