It's crunch time!


Its the  final week of production for DigiThreat, and since the last update it has been all hands on deck.  When we last wrote we explained how the game was being scoped, so in this update we will be focusing on some of the features that have made, and will make their way into the game before submission.

With one map being the focus now, we redesigned the last area and made it into a tighter corridor focused zone. Three small land masses occupy the arena, making for tighter combat, and also a top place for the player to use their special ability. 

We have also implemented a new enemy type to the level. Known as the guardian, a non-destroy-able enemy that can lock onto the player and fire their laser beam. This is a two shot kill, so being agile is especially critical if the player is to stay alive. To balance the guardian, the radius to view the player is substantially lower than that of the grunts.

Visual improvements to UI have also been made this round, and its a noticeable. From the moment you load into the game you are greeted with the controls. This was top three when it came to feedback from our testers, and obviously should have been made earlier to guide new players to the genre.

When your not in combat and have a moment to spare take a look up. You'll notice glyph s flying above, adding to the overall ambience of the game. Speaking of ambience, sound is a major aspect of DigiThreat. You may have noticed that the background sound is no longer present, this is because we are currently in the midst of making higher quality sounds for the end product. You can expect to hear more about this in the final update.

The final update will be posted of the next few days, so stayed tuned as DigiThreat reaches the final countdown.

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