Home Artists Posts Import Register

Content

Pre-release weeks always make me worried about testing something, thinking about the result, polishing it and re-testing it again for the best possible result. This loop can be interesting yet mind frying, up to the point where your cat gives you a concerned look. Ahem…

Well, at least I’m sure the release will go as planned unless I’ll catch another of these random screw-you moments in development. The estimated release date is mid-November, about the same time I release new content regularly. Ouro will come out for all supported platforms at once, namely: Windows, Android, Linux and MacOS. Just like in Yorna, this will be my standard for the future.

It was nice to see players’ feedback from Yorna where they shared their most used and favorite skills.

I was happy to see some interesting hybrids between pure mages and warriors like paladins. This concept was aimed towards boss fights - recover own HP with heals, diminish incoming damage through buffs/debuffs while chipping away at the enemy. I’ll do my best so Ouro will offer you flexibility and ability to solve problems your way.

Customizing gear is pretty tricky - it’s hard to make several viable choices between so many variables without making one clearly dominant over others. So, a lot of time went into combat balancing even for the initial release. After all, it will be the foundation for everything else.

Also, this week I’m finishing custom sprites for all the key characters in the first release. Yeah, it’s definitely harder than fantasy stories like Yorna but gives the game a fresh look.

Stay tuned for upcoming previews and updates!

Files

Comments

No comments found for this post.