We finally know what the game is.
I tend to go down rabbit holes in this blog, lose focus, and generally play the fool because hey, it's fine if this project is a failure so long as we aren't taking it serious. Who cares anyway? Talk shit and wallow in our loathing, it's fine. But I wanted to take a moment to be serious for a moment, we do have greater ambitions, we have always had greater ambitions.
SeaCrit has really started to shape up in so many different areas and I'm really excited that I think I know what the game is. It's no longer "a fish beat 'em up that I'm somehow going to inject progression mechanics into." It's not going to have exploration and interesting gameplay... some how.
We know what the game is now, we know the gameplay loop, we know more or less what the cohesive playing experience will be once we get a few more systems tuned up and a bit more level design in.
We're really knocking on the door. And I'm really proud of what we made here, I feel as though we've created a more organic kind of experience than one would get in other games.
If you watch a speed run of Mario, there is a perfect way of playing, the perfect run exists, you can load it into a Tool Assisted Speedrun system and pump out a victory ever game.
There are so many nuances to the play of SeaCrit that have been coming online, the game is starting to become greater than the sum of its parts and we have been polishing and improving so many neat little elements that you just don't get a feel for in the current demos or in these blog posts.
SO MANY kick ass and interesting upgrade systems are waiting in the wings, the chungus system is really goofy and fun, the waveswim makes swimming about a whole new experience to enjoy apart from combat, there are so many ways to engage in combat from sniping to crashing itno enemies at high speed, to getting down and dirty with combos and charged attacks and I spent an ungodly amount of time tuning various charge, speed, and heading mechanics to make these systems innovative and ergonomic and able to be enjoyed on touch screens.
We often wonder if we're crazy in these parts. We are crazy. But no crazy than the world at large, and in recent months I feel vindicated that just because the world snubs you, don't mean you don't have value, doesn't mean that your project is trash. There are a lot of back scratching, lazy, do nothing pieces of shit in this world controlling the storefronts, gatekeeping the markets, stifling innovation, canceling people and destroying lives.
And we didn't feed that beast. We won't feed that beast.
Still 100% focus on just making this game kick ass, and I truly believe we are beginning to see the fruits of that labor. Just hoping for good health soon (NO MORE CAFFIENE!) so we can hit this hard and tie this all together, I'm genuinely excited to start generating new items, new enemies, exploring the progression loop, expand the world, make this something worth playing.
8+ fucking years we've built these foundations. Only now does it feel like it's all coming together.
Why are we here?
Because we're here
Roll the bones
Roll the bones
Why does it happen?
Because it happens
Roll the bones
Roll the bones
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
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