In today’s post, we want to talk a bit more about the balance that combat and stealth will have in the game. Let’s start off by taking a look at how both these mechanics existed in the old game and go from there.
When receiving feedback from the first game, and looking at the way people were playing the game, we often saw that the combat resulted in spam clicking the left mouse button while backpedaling from an enemy. Feeling that the combat did not live up to the expectations, we decided to look at how we could innovate the combat further. Most important was that the loop within combat could become interesting. As said before, by looking at Lilly as a character we eventually have found a way to innovate combat into something interesting.
Stealth in the old game was also very basic. Enemies can spot you. When seen, enemies would simply go on to attack you and that would be it. We are thinking about more variety in actions that enemies can take, as well as a more proper flow from stealth to combat.
When talking about flow, we mostly mean a more fluent transition from stealth to combat. In Rogue Reaper, this basically happens instantly when an enemy sees you. In Rogue Reaper: Awakening, we want to make that flow much more smoothly. Defining more proper phases that this flow will have and a proper transition.
That concludes our look at these two mechanics and how we want to improve them towards the future.
Once again, we appreciate your interest in Rogue Reaper and Fireroot Studios. As always, please feel welcome to join our discord to become even more involved!
Thank you very much.