Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Captura de Tela do Jogo Alight in the Dark
Alight in the Dark

Alight in the Dark

Furious AS
Mais Alight in the Dark is a reverse bullet hell survival game with a strategic ability and equipment system. Players have limited inventory space and must choose items wisely. The game features side levels for a change of pace and rewards for completing challenges. This game offers a fresh start each playthrough, but with permanent unlocks (characters, upgraded stats) for an advantage. It also has a permanent progression system where players earn souls for unlocking base stats. Players use abilities and equipment to survive against relentless attacks and make strategic decisions using the elements of fire, earth, water, air, light, and shadow. Player choice is crucial and decision making is paused per choice. The game is set in a world where humanity underwent a "revolution of faith," resulting in the split of light into these elements. Development RoadmapSoul Shards (Ascension System)Rewards from gaining Global profile levels (levels that persist between games) these can be used in a powerful skill tree like interface where choices matter depending on which Element path you want to focus on. Tiers 1 through 4, levels 1 through 100 (Global levels) - As of 29th July 2023, Tier 1 (levels 1 through 15) is now available. Experience gains from release will persist for this future system, all experience gained in-game is added to a global total experience, which in turn is used for the Ascension SystemAbility Synergies & EvolutionsUsing equipment and certain ability combinations will result in the option to evolve them into stronger versions These evolutions will aim to have their own sequence of upgrades Tier 1 evolution: 2 maxed abilities = 1 evolved ability Tier 2 evolution: 1 evolved ability + synergizing equipment = Tier 2 evolution of abilityExpansionsWe will be adding more maps, more abilities and more bosses, but in moderation. We will try not to make the game unnecessarily complex We are currently leaning towards an approach to this were we raise the base game price per "big expansion", rather than doing a DLC approach This will also introduce unique mobs per map, cutscenes for map and hero unlocks and more to comeBoss Challenge RoomsFight several or single bosses that have unique mechanics in a single challenge map for unique rewards The Void boss encounters would be a perfect candidate for this where each element has its own unique bossSettings and Customization (and/or General QoL)We intend to add a wide range of options for tweaking the game to your liking Custom crosshairs/cursors UI element positioning/layout All configurable through XML files local to the executable, and stored using steam cloudRanked ModeOnce we're comfortable with our anti-cheat detection/implementations we will add leaderboards/hiscores Potential for entire game Replays to be stored for anti cheat purposes and/or for a subscription fee to cover server costs/networking for this Replay system will most likely be free for local use/"unranked"Game ModesGeneral idea is to have some official game modes like "limit break" where you lock in one ability and its upgrades go on forever We might also add sped up gameplay to this (faster wave timers) as well as more max mob spawns per wave There is a good chance that we even take this to the next level and allow users to make their own shareable game-modes with their own rules/settings

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