Archaeogem Demo Update
Author: Gagonfe,
published 1 year ago,
Welcome, everyone, to an exciting update on Archaeogem! We're hard at work finishing the game's many levels, features and secrets, but we figured we could give you all a better taste of what's to come. So sit tight, grab a beverage, and take a closer look at some of the many cool things you'll be able to experience in our [b]newly updated Archaeogem Demo[/b]!
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[img]https://i.imgur.com/iMSJGNy.gif[/img]
After all the feedback we've gathered from the demo, one of the things we've worked the hardest on was creating a more distinct and cohesive visual language for the game. Each chapter now has a unique color palette, richer decorations, more visual effects, and clearer indicators for mechanics, secrets and more!
Most notably, the tutorial chapter – also known as Prologue – got a complete makeover: dynamic colors, new tiles, brand new soundtrack, and a lot of fireflies to illuminate the night!
[img]https://i.imgur.com/ZgxmoGJ.gif[/img]
The first chapter also got a fresh coat of paint, with more tile variation, particles and lights. We have a brand new animated background and some lushly decorated rooms that'll give you an unprecedented feeling of adventure.
[img]https://i.imgur.com/fjy4ViQ.gif[/img]
And have you noticed the player? Our intrepid archaeologist, [b]Louis[/b], now looks and feels a lot more akin to his character. He's gotten many new animations, and a fancy dialogue system with a wide range of facial expressions for his characterization.
[img]https://i.imgur.com/yPO3pZV.gif[/img]
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[img]https://i.imgur.com/0tVCM3v.gif[/img]
Of course, for as much as we might love glamour, the devil is in the details. We had an amazing opportunity at the Brazil Game Show to get a first hand look at players from all walks of life giving a chance to Archaeogem. We carefully took note of everything we could: where they struggled, where they had an easy time, what they liked and disliked, and so on. Since then, we've shifted some of our focus to implementing and improving on multiple quality of life features, so that the gameplay would feel responsive, dynamic, and – most importantly – fun for everyone, from beginner to pro-level players.
The first thing we did was adjust the difficulty curve of the first chapter. Old time players might have noticed some sudden spikes in the challenge at certain points. We've since smoothed them out so that, whilst still tough, the game never felt unfair, especially since most players would still be getting acquainted with the its controls and mechanics. We've made routes more intuitive and reliable, and redesigned several areas to facilitate core moves.
[img]https://i.imgur.com/8iIfnSo.gif[/img]
Next, we polished the player controller to give players a better sense of control and power. While the old version already had some features such as coyote time and buffer jumps, we went ahead and added many more invisible helpers: tile corner correction, platform snapping, buffer aim, and buffer whipping. Now the only challenge you'll need to worry about is how to navigate the hazards of the world with your vast suite of movement tools.
[img]https://i.imgur.com/JzXvGES.gif[/img]
We also worked relentlessly to remove as many bugs as we could – except for the flying kind we added to liven up the place, of course. On top of that, we've added more value to some of the gameplay aspects, such as with how emeralds are collected.
[img]https://i.imgur.com/mXkpYox.gif[/img]
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[img]https://i.imgur.com/YBQkzyz.gif[/img]
If you thought that the better graphics and gameplay features were exciting, then what we're gonna show you next will be a doozy! As we work on the other chapters and the overall gameplay core, the need for new features kept arising. Of course, we couldn't leave these out of the first chapter and, consequently, this updated demo.
You've seen the new dialogue system introduced above, but its purpose is far greater than just expressing [b]Louis's[/b] thoughts and feelings. Introducing: NPC quests! Now, the player will be able to interact with other characters, and even complete tasks for them!
[img]https://i.imgur.com/j1o0CZG.gif[/img]
On top of that, you're given an additional optional goal besides reaching the gems stowed away at the end of each biome: collecting Prismatic Stars! These rare items are found in every biome and require some work to get ahold of. Nevertheless, they should entice any aspiring archaeologist to fetch every single one of them!
[img]https://i.imgur.com/ePm6Uxh.gif[/img]
Last but not least, we are introducing save slots. This way, you can more easily keep track of your progress, challenge yourself to fewer deaths, or share the fun with friends and family.
[img]https://i.imgur.com/zl4asI9.gif[/img]
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The updated free demo is now available for download, and includes the Prologue as well as the entirety of the first chapter. We love Archaeogem and will continue to work hard on its upcoming chapters for the full release, and we cannot wait to share with all of you the many cool things in store for this game.
If you want some more exclusive sneak peeks, progress updates and news about the game, you can follow us on [url=https://twitter.com/Gagonfe]Twitter @Gagonfe[/url]
Thank you for reading this update, and happy archaeologing!