• High Level Weaponry Designs

    • Stephen McGregor
    • Design
    • 29 October 2015

    Last week, we talked about the visual features we’re adding to the game for the high level parts of Fingeance. In order to increase the amount of levels players can go through (we can’t stress enough how much players have been asking for this!), we’ve been working hard to bring high level content to the game. We’ve been doing more than just adding backgrounds though: we’ve also been creating new parts for players to upgrade.

    Level Up Your Parts

    High level parts have been a bit tricky to develop. They need to feel more powerful than the early game parts, but still need the distinct weaknesses and strengths defined by their predecessors. If you’ve played our recent Alpha Demo, you may have seen some of these upgrades already. Upgraded versions of starting cannons (like the Adept Cannon to Finn’s Starter Cannon) were designed to increase the potential of that part without just adding more numbers to it. In many cases, the high level parts have increased reward on their ideal use patterns.

    Showstopper doesn't heal, but still deals a lot of damage at close range.

    For example, Bubbles’s Showstopper can deal about twice as much damage as other starting parts, but it’s hampered by its low range. Bubbles wants to get up close to enemies to hit enemies with all five bullets to maximize her damage output. The Heartstopper, Showstopper’s Tier 3 upgrade, ups the reward upon hitting all 5 shots: Heartstopper heals the user by a percentage of his or her missing health. Players can use that additional healing to build a berserker styled ship. It’s also nice to be able to top off your health when playing a more evasive ship.

    The high level part Heartstopper heals each time the player connects all 5 shots.

    The high level part Heartstopper heals each time the player connects all 5 shots. It also deals more damage, of course.

    Gadgets work the same way: high level gadgets gain increased utility and better reward on their advantages. Last week we showed you the Phantom Gear as one example. That particular part increases the utility of the Ghost Gear by adding utility (in this case damage) while active. This gives the upgrade more uses than just the defensive cases players would use it for in the past.

    High Level Enemies

    Parts aren’t the only things being upgraded for high level areas: we’ve also been working on more difficult enemies. These enemies don’t just have more health and damage either. High level enemies will have new attack patterns for players to have to play around with. This includes bosses! We’ll have more to show here in the coming weeks.

    Excited for these new changes? We’d love to see your feedback. You can comment here on our blog (we update weekly!), as well as our Facebook and Twitter.