u/EverclearGG
Playing with Fire 🔥
Where Giants Fall is a fast-paced 3D bullet-heaven survivorslike built around high-mobility combat, escalating builds, huge enemy swarms and giant boss fights.
I’ve been working on a pretty substantial update, so here are some of the bigger additions:
🔨 New Giantforge system: forge your weapons between stages with powerful upgrades and unique build-changing Legendary enhancements.
🛝 New Power Slide movement mechanic: burn Dash charges for massive speed, build momentum downhill, launch off ramps and transition straight into airborne dives.
🎰 Wheel of Fortune concept rebuilt: a new reward structure with real risk/reward, Luck-influenced odds and much more exciting prizes.
👹 Major boss reworks: new attacks, less predictable ability patterns and much more aggressive fights.
💥 Combat & VFX overhaul: improved impacts, distortion, damage/healing feedback and high-speed movement effects.
⚡ Much deeper weapon & ability progression: every weapon now has 15 upgrade levels, while every spell/ability has 8 levels, giving builds much more room to evolve throughout a run.
🎥 Want to see how all of this plays together? I uploaded a full, completely uncut run to YouTube:
https://www.youtube.com/watch?v=8Jt5eQbUM1c
Small note: the HUD/UI is currently going through a major redesign, so some parts of the run, including the new Giantforge and Wheel of Fortune interfaces, are still using prototype UI.
I’d really appreciate any feedback on the run, especially around the combat, movement, pacing and builds, or anything else that stands out to you.
Where Giants Fall is still in active development. I’m aiming to have a public demo ready around November / December. Before then, I’ll soon start inviting players into private playtests.
If you want to follow development, join the playtests, or wishlist the game:
💬 Discord:
https://discord.gg/V7uzdGgxh
🎮 Steam:
https://store.steampowered.com/app/4432710/Where_Giants_Fall/
Enough pressure for 90 seconds into Overtime?
Hey, this is about 90 seconds into Overtime in Where Giants Fall.
It's from the survival stage type and is the classic surviorslike type of stage. Visit points of interest, trigger events, kill minibosses, kill waves, pick up items, buy stuff, get upgrades to weapons and abilities, gold, xp etc..
Overtime is when the time runs out and you can stay a little longer to grind out some extra XP, gold, loot to evergrowing pressure before heading to the next stage.
Does this look like enough pressure at this point, or should Overtime ramp up faster? Also would appreciate if anyone have any cool ideas for overtime that could juice things up a bit.
So I Added a Loot Goblin to My Game... 👺💰
So I added a loot goblin to my game...
I’m making a 3D fantasy survivorslike with active spells and aimed weapon ultimates
youtube.comLiked Megabonk? I’m making a 3D fantasy survivorslike with active spells and aimed weapon ultimates
Stack and fire! Ironhail Rockets Ultimate wip
Playing with thunder. Working on a new ability Skybreaker for my game.
youtube.comCooking up a new thundering ability to my game. By thunder be purged :P
#NoCooldowns
My first game ever announced last week. It's a 3D bulletheaven survivors-like.
It's gone one week since i announced my first game ever; Where Giants Fall. So far i've gathered 349 wishlists. An ok start i guess? Tried to follow some tips on sending out some emails and got a few responses, but mostly silent treatment. My biggest boost was that my trailer got featured on Indie Games Hub which boosted wishlists a bit.
It's been nervewracking to experience announcing the game and having the first critical public eyes looking at my game, still in early development.
Now the focus will be to bunker down and continue the development to make the game more unique and fun to play. My initial plan is to have a decently polished, playable demo out in September, but already now i have a feeling this might be too ambitious.
I added a short look at some raw pre-alpha gameplay here. Its one of multiple types of stages planned for my game.
You can follow the development progress either on my website:
https://evercleargames.com/wheregiantsfall/devlog/
or on the steam page where i will be posting weekly to bi-weekly development updates and patch notes.
https://store.steampowered.com/app/4432710/Where_Giants_Fall/
Feel free to give me your initial thoughts. It is much appreciated.
Heres also a link to the announcement trailer: https://www.youtube.com/watch?v=hy7puz7KQCs
I just announced my game Where Giants Fall. Now kill it with fire!
youtube.comTake a look at my new bullet-heaven-like roguelite survivors-like, if you like?
You like?
Finally my turn. Announcing Where Giants Fall, a 3D bullet-heaven roguelite
Steam announcement strategy
Hey IndieDevs.
In the coming days i will be taking the next step in my gamedev journey and announcing my game, dropping the reveal trailer and make my steam page public.
I am trying to do things in the correct order here, but lacking some knowledge on all the best practices regarding game reveal. Planning on reaching out to some press contacts with all info they need, trailer, press kit, game info, etc.. Then set a date and time(1-2 days ahead?) where im planning to have it all go public.
However when it comes to the steam page, i am wondering if i should click the store presence "Post as coming soon"(without adding the trailer) before sending out these mails, then including the link to my steam page(so they can actually see the steam page), or if i should let it remain unpublished until the date and time set and include the dead link to what my steam page will have as url.
What is the common practice here? How long time ahead should i start reaching out before the planned reveal date, and what to do with the steam page.
Any tips greatly appreciated.