Well, we finally went in and did all the work necessary to create an awesome website for BlitzKeep. There are still a few sections hanging around that are missing content, especially the press kit. We'll be filling it out soon. In the mean time, what's left in the game itself before Early Access? Balance.
Well, we finally went in and did all the work necessary to create an awesome website for BlitzKeep. There are still a few sections hanging around that are missing content, especially the press kit. We’ll be filling out the remaining sections of the page in the next few days.
Also, I think it’s worth mentioning that we totally looked at the design of Dead Cells’s website in creating this web page. Go play that game, it’s awesome!
So anyway, what work is left in BlitzKeep Unleashed before Early Access?
The main thing is balance. At one point, the game was so hard it was more or less unbeatable, and so we rubber-banded and made it too easy. Before the release, Eli will be going in and messing with the numbers again to try to tune things to feel good.
The game gets [b]even easier[/b] in multiplayer, unfortunately. Right now, it scales up the number of enemies without scaling the difficulty, which is just free experience points. This will take some more planning, since the reason it doesn’t get harder is because how that was implemented just feels bad (the careful difficulty scaling just gets messed up). We’ll need some kind of creative solution…