Limited playtest soon!

I’ve been gone for a bit, but now I’m back at it! There’s not much in gamedev that feels better than knocking out items in a to-do list.

The next big priority on the to-do list is to start the limited playtest. I am hoping to start it by next week, depending on how fast Steam approves the page and the build. For the playtest, I am looking to make it last at least a week. No idea how it’s going to go, but at the bare minimum I get some feedback from the players who try it out.

What I’m hoping to find from the playtest are bugs I would have never found, and if there are common gameplay gripes that players complain about. I have a very specific vision for Memoirium, but I am always open to suggestions, especially if they will improve the game overall.

The biggest and hardest change I recently made was with the player’s stats. From 3 it has now become 5. I had to update how most things scaled with the stats because it was rather simple before, and now it is still quite straightforward but with more diversity.

Previously, the three stats were Potency (weapon damage), Resilience (spell damage), and Lucidity (HP). Now they are:

Potency

Resiliency

Lucidity

Anomaly

Vitality

Each one is now tied to a specific element, and the spells and weapons scale with the corresponding stat. Vitality is the exception, of course, because it merely increases the player’s survivability.

The next things on the to-do list are finishing up the final boss and lots and lots and lots of polishing.

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