September '23 - Multiplayer Demo
Author: 4handsgames,
published 1 year ago,
Unfortunately, the summer months are coming to an end and we want to publish a new demo of Tormentis very soon that focuses on online gameplay. Thanks to your extensive and sometimes very detailed feedback, we were able to implement many suggestions for improvement.
[h2]More skill-based than stats-based gameplay[/h2]
From your feedback, this was your top concern. It must be possible to escape complex and dangerous situations through excellent gameplay. So we'll introduce a new skill category: the evasion skills, which will receive an additional skill slot. The first implementation is a roll forward - further skills will follow and these will be selectable depending on the type of weapon selected.
As a part of this, all projectiles have been revised so they'll have a linear trajectory and are no longer homing. This affects both the skills of heroes and all attacks of monsters. All of the monsters' melee attacks have also been given a delayed evaluation of the hit, so that even melee attacks can be dodged with a very quick reaction.
[h2]Dungeon Editor[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//41347867/6b749d1ffa5ee5d92c75f458589364835c0553f1.png[/img]
This was also a topic that was addressed very often in your feedback and many small ideas for improvement were implemented. The editor usage has been completely redesigned and easier drag & drop has been made possible. Dungeon components are now slightly raised and lowered and supported with additional visual effects.
The extensive data on monsters, traps and rooms has also been completely reworked. The most important data is now highlighted and easy to find.
[h2]Minimap of the dungeon with Fog of War[/h2]
In order to find your way through a dungeon, the wish was expressed several times for Tormentis to have a minimap. In addition to the small map (top right), you will be able to open a full map of the dungeon, revealing all the areas you have already walked through. This will help with orientation, especially in large dungeons.
[h2]Heraldic shield[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//41347867/125187d90f6c481d3314d002ceb9bb44670c0d68.png[/img]
We didn't really like our first approach with icons that you can unlock during the game and you also mentioned it in the feedback quite often. That's why we added heraldic shields that can be changed and individually designed with different elements. Here, too, we have plenty of opportunities to unlock additional heraldic shield components through special achievements.
[h2]Ground Effects - Timing and Visualization[/h2]
[img]https://clan.cloudflare.steamstatic.com/images//41347867/1996c4d626308db55b4d9f1af20cef2f34b2d633.png[/img]
Since both elite and boss monsters have special attacks that also cause ground effects, all timing processes have been improved and the visual display of their progress has been added.
[h2]Fun to play[/h2]
In addition to the skill-based gameplay, there were other points of criticism regarding the fun of the game. Above all, the small selection of monsters and the very similar traps were mentioned here. Thanks! This kind of feedback helps us to understand you and create something you can really enjoy.
The traps will be revised again and more traps will be added at an early stage. These include the ever-repeated mine, where you have to react to spontaneously, or towers that can fire projectiles of different elements at the hero like a mortar.
There will also be one or two more monsters for the first chapter. Including a small enemy that can appear in large numbers due to its low defense value.
The new Tormentis multiplayer demo will be released in November. In our [url=https://discord.gg/EzPs46vQBx]Discord[/url] there are regularly new insights into recent development. We would be happy to welcome you!