This anchor sunk us into the dream, yet it holds our hope, a hope both sure and steadfast and a one which enters within the veil.We thought a lot about ways to make our combat system deeper and more engaging. To encourage the player to use all sorts of tactics when facing different opponents. The other goal was to make the combat loop more interesting — encouraging players to combine available abilities as they see fit.
I always advise the left hand path as a matter of principle.We’ve also implemented a set of changes to the locomotion, improving the flow of platforming and movement in general. After all, the Dreamer will be expected to both move a lot in combat and while exploring the levels. And as such, this requires making character control and movement as smooth and convenient as possible. To achieve this, several minor changes were made:
Only through blood can we wade through the valley of the shadow of death.Enemy changes focus on making them challenging, but fair. This means redesigning all enemies in the Cathedral to make their attack cues more readable, while also buffing some of their attacks to be more of a threat. But we’ve also added new encounters: one regular enemy, a mini-boss and, of course, a fully finished two-stage bossfight.
As things are, anyone who makes a wish will be corrupted.
Ever since the very stars themselves have fallen from the heavens down to our kingdom, I have tried my best not to look up for fear of what I might see.The game now has a new lighting system making visuals more striking and atmospheric. We also made several changes to the placement of decorations near the player paths, to improve the sense of depth.
Well met, brother. I see you’ve resisted the temptation of the stars and stayed true to the Blood.