Jul 23 - Stealth Fest
·Stealth Fest
Stealth Fest just finished, and our sprint to polish the demo was very successful.
During this phase, our main focus was on the final boss encounter. Though the analytics indicate that only a few players made it that far, we remain proud of what we achieved within the two-week timeframe. This experience has bolstered our confidence as we continue to develop Out of Sight.
Boss Improvements
Previously, our boss scene lacked excitement, urgency, and music that accurately reflected the gameplay occurring on the screen.
Introducing a proper introductory sequence allowed us to experiment with FEEL and utilize Unity's Timeline, amplifying the boss's impact.
The boss music has now been made dynamic, adapting to match the boss's stages and gameplay intensity. The transitions are synchronized with the beat, and while some improvements can be made to smoothing, it is still a significant enhancement from the previous version.
Wishlists
During the festival, we gained 77 more wishlists, bringing our total to 1235. Although we expected higher numbers based on previous festivals, it's possible that the Stealth genre might not be as popular.
Nonetheless, we are content with the current amount of wishlists, although we still have a long way to go before launch. Our focus now shifts to preparing for Steam Next Fest in September, hoping it will attract more interest and wishlists.
Future Plans for Out of Sight
Exciting news! We have planned our Early Access launch for Q1 2024, specifically in March. 🥳 Due to the constraints of not being able to work on the game full-time, we have become even more committed to completing phase 2 of the game and proceeding with the Early Access launch as planned.
Phase 1 is the currently released demo. Phase 2 will involve a series of rooms after the demo content, leading up to the second boss. Players will have the opportunity to obtain more gadgets during this phase, and we are designing set pieces where they can save more NPC crew members.
We are aiming to have at least 2.5 hours of playtime and to sell the game for $9.99 USD.
After the Early Access release, our plan is to continue creating more content for Phase 3 and ultimately conclude the full game. However, to achieve this, we need to start generating funds, and releasing to Early Access will hopefully help us towards that goal.
Art Overhaul
In our April article, we mentioned an art redesign, and we are now fully committed to the process. We have started rolling in new assets, focusing on the Tile Map first to ensure proper room scale. After rebuilding the demo rooms with these new tiles, we will move on to playtesting. Next, we'll work on the character design, which involves redoing all animations. The game's visual improvements are taking shape as we roll in the new assets! 🎨🚀
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