Beta test started

Today we’ve started a beta test for the game’s full campaign. Several hundred testers have been invited to play through it from start to finish and (hopefully) give feedback.

I’ve implemented a statistics system that should help me with fine-tuning the bal(l)ance. For each level, I’ll get stats about completion time, respawns taken, orbs collected and more, so I can check out which levels are too easy or (more probable) too hard and update them afterwards.

If you didn’t get invited but want to help with the test, let me know and I’ll send you a key!

Publisher, new name, new trailer, new demo

Awesome news: I can finally announce that tinyBuild are going to publish my roll playing game. In their “Four-nification week“, they just revealed Road to Ballhalla as their second new game for this year.

Yes, that’s the new name for Roll Playing Game. We recently decided to change it because of some SEO issues (try to google it and see what happens). Also, it not being an actual role playing game was confusing to some people. “Road to Ballhalla” is a more straight-forward and fitting name – the main objective in the game is to get access to Ballhalla after all.

Road to Ballhalla was revealed with a new trailer – watch it here:
https://www.youtube.com/watch?v=qIQgX230Cwc

And that is not all: I’m currently finishing up a new demo build that will be playable at PAX South at tinyBuild’s booth. So, if you’re there, make sure to drop by!

How’s the game coming along?

Great, thanks for asking!

The community editor is mostly done, finally. The editor itself and what comes with it requires way more time to develop than I thought at the beginning. All the new menus to browse for levels, upload them, highscore stuff and much more. In the end (when I’m done with these menus) I guess around a third of the game’s actual development time will have been used for editor development, but I’m sure it will be worth it.

On the frontend side of things, I’ve recreated/polished all of the menu screens to provide their information in a more straightforward way. They also blur the background now, which not only looks awesome, but also improves the text readability. Additionally, lots of new SFX have been added, which makes the game feel more rewarding (or punishing, if you dare to cross a locked barrier field without a key).

There also was a lot of progress behind the scenes. Besides many bugfixes and smaller improvements, I had to rewrite the level importer to be compatible with the .json format from the new editor.

Next, I’ll go through all 20 campaign levels and heavily rework + rearrange them based on tester feedback (and own ideas). Among other things, I’m going to add unique boss encounters to all four chapters as well as improve the balance + learning curve over the course of the campaign.

Until next time!

Yes, there will be a Level Editor.

Sorry for the spoiler. The question whether the game will include some kind of level creation toolkit came up several times in the past. I recently brought a friend on board, David Stammer, who is currently busy getting the editor as user-friendly as possible.

Read More…

Roll Playing Game has been greenlit!

Roll Playing Game was greenlit last night, after 7 days on Steam Greenlight. The community response has been extremely positive and encouraging overall. Getting on Steam was one of the major goals on the path to the game’s release. Now that that’s done, I can finally again spend more time on the development of the game, including the integration of Steamworks.

For reference, here is the Steam Greenlight page:
http://steamcommunity.com/sharedfiles/filedetails/?id=450389956