…..aaand as of yesterday, the frontline patch is finally up!! This includes the third and final part of Tai Ming (albeit without the proper sound effects and with some placeholder stuff). Patch notes can be found here!
Naturally this weekend has been spent crunching a bunch of stuff we wanted to include in this patch, so we’re all quite spent and now eagerly await your feedback. For me, a playthrough took about 40 minutes – how long did it take you? What did you think of the twists and turns? How was the balance? Please feel free to share anything and everything here in the comment section of on any of our forums!
For now, here’s a bunch of sneak peek GIFs of what you’ll be facing in the third and final part of this dungeon:
Since you’ll be able to play through our progress this time, this blog post is kept rather short since I’m sure you all would much rather be playing! Please go ahead and do so, and let us know all of your feedback <3
Thanks! :D
Playthrough took me one hour and four minutes, a lot of that time was probably spent on the Mimic boss. Learning the boss’ patterns and beating it took about ten tries (all deaths occurred at Ancient Mimic).
The first phase is fairly straight forward, though when using a shortsword, sometimes the blue mimic would hit me as I first swung, and it wasn’t clear why since he can be stun-locked with the shortsword and I was almost at the edge of attack range.
The second phase is very well done, though hectic when first learning it.
The Ancient Mimic fight seemed very cluttered, it was hard to pay attention to all the mobs as well as random area of effect (the fire lasts a long time and poison spores cover most of the map when the mimic spits them). However, after fighting the ingrained urge to ignore adds, I realized that they aren’t constantly spawned and fought them in phases, slowly kiting my way to victory.
If any changes should be made, they are very minor ones to the ancient mimic section (I may have just been unlucky with randomized attacks). This is another unique and fun boss fight.
Story-wise i’m totally on board with the Zhamla twist, though you should consider the age of your audience. Showing someone being impaled with a sword is fairly shocking, especially for children, and if your target audience is younger, you may want to insinuate the death with a sword-flash-scene-cut to the character dead on the ground (minus sword). It will reduce the impact of the event and make Zhamla seem less strikingly evil, but it will also reach a wider audience.
If your target audience is older, keep the scene the way it is. Currently it is a shocking twist which perfectly demonstrates how insane Zhamla has become. However, because of the art style for the game (attracting a younger audience), you may want to include a warning about age-appropriate scenes of violence on the store page or something.