You dont have the kind of monopoly required to make it do anything other than contract and lose trust in your user base with your next project.
#Vndb tower of trample bo wei update#
i dont want to get all Adam Smith here, but as a shareholder, im ready to let the next noob buy me out and carry the can until they too realise the nonsense, let their sub lapse and wait for someone else to randomaly stumble on the game and sub to your patreon whike you update floor eleven (sorry guys, bowei has some amazing new ideas so its going to be 2021 before theyre realised.'
This calculations is as follows: I could just unsub, let someone else new to the game carry that sub and keep development going, and in 6 months pay 2 bucks and have access to the past 6 months of content. I know you need artistic integrity, but im also making an obvious calculation.
Honestly, and im not trying to hate on you, but. Unless you're building your own engine, this is a bit mental. Last update by the way, Jan 3rd at 1.23pm. just go in the direction that gave you howevere many undisclosed subs. Maybe just roll out a floor or two using what you already know before trying to push things again would keep your subs happy? I promise, they want you to get better but they also just want to replay the game a bit once a month or so instead of once every three months when you figure out the direction you want to go in. Youve got stacks of mini game play mechanics that are fine (hidden rooms, mini games, boss story arcs, events with consequences). Point is, maybe just a couple of floors to consolidate and then move forward. I dont really know whats different? Which is great because your game has a core identity to it, but might make you guys irritated because i dont recognise the deep changes youre making justifying the increasing delays. I know the things you learned from that are pushing you forward as designers, but i (as a player) see a few mini quests, and an unbeatable boss battle thats pretty much the exact same as a normal boss battle (in this case the health bar = the number of rounds you need to survive, its basically the same to be honest)) along with a save the monks mini game). Take lady cobra (i knew it was snakes!), i know you likely switched up a lot of design elements but i still see (as a player), the boss fights. But its so under the hood that i cant quite see it well enough. With darktoz im always happy to sub because i know he's constantly trying to push himself. A couple of on schedule releases and all will be forgiven. Basically just whop it out on time and dont try to be ambitious. Take the events you know (multiple triggering, mini games (claus, boot hunting), throw in a fail ending like Yvonne/khulan, and test the player on their multiple skills over the course of the game thusfar. Honestly after this floor, the next one needs to be a consolidation. Even the Ms Claus event gave us ridiculously silly mini games that felt annoying and challenging. Throw in the in-fight extras of Khulan or the mechanics of the snake lady (its been that long since ive played the game now i cant remember names).
So not sure what the hold up really is? They have the art on point.
And once you have that process down, you really should be able to stage events all over a floor.
#Vndb tower of trample bo wei plus#
Even with a floor as interesting as the nun's, its still essentially 4 staging points times 3 scenes, plus the boss fight scenes, plus an interactive trigger scene (hiding), and the cage (2 more events). If we were going with a serious overhaul of mechanics, then no problem.