“Element forger” is a mowing game with a 2D depression Angle . Players enter the continent as a blacksmith , strategically choosing your arms , constantly upgrading to forge superior equipment , and taking down raging monsters .
Experience :
In “Element forger” , players has excellent freedom . You can save money or boost your power immediately after you kill a monster , which affects your combat rhythm . You can choose weapons and ornaments according to the monster’s evolution , and activate unique and powerful fusion effects . Each weapon has its own unique form of combat , arm yourself to survive !
Challenge :
In “Element forger” , monsters have superior strength . They will continue to develop base attributes , which will make them stronger and stronger over time ; Random elemental stats that will be effective against weapon damage . Making unique and powerful mutations can pose serious challenges . Throw away the traditional concept of moving , where monsters can become difficult to handle if you’re not careful . Focus !
Development plan :
Nothing is gained : Balance the values and mechanics of all existing weapons and ornaments . Balance adjustments to all existing monster evolutions and events . Choose any plans from futher developments . Make other adjustments based on players’ feedback.
[ Extend early access indefinitely until further development is possible ]
Got something : Balance the values and mechanics of all existing weapons and ornaments . Balance adjustments to all existing monster evolutions and events . Make other adjustments based on players’ feedback .
Increase the variety of maps . Add new map events such as Lair, Poison, Frost, etc . Increase the number of mutants in monsters . Increase the number of branch evolutions of weapons . Random adaptation of new variants and new weapons for the fusion effect . Add new items .
Increase the number and variety of tasks . Increase the number and variety of miles . Initially set up the concept of "Ling Chau" backstory . Add Achevement System . Expand the content of intelligence .
Change the image of the main character . Modify the image of Moon Tide type weapons . Fine-tune the monsters' appearance . Tweak all higher - level weapon looks . Modify attack effects for all weapons . Improve feedback on hit sounds .
[ The early access period lasts about five months ]
Earn enough : Balance the values and mechanics of all existing weapons and ornaments . Balance adjustments to all existing monster evolutions and events . Make other adjustments based on players’ feedback .
Tweak the map mechanics to make the experience of different maps wider and richer . Add new map events such as Lair, Poison, Frost, etc . Increase the number of mutants in monsters . Increase the number of branch evolutions of weapons . Add new elements Thunder and spells . Add two new weapons and their advanced branches . Add new mechanics such as critical strike . Random adaptation of new variants and new weapons for the fusion effect . Add new character skills or character selection system . Add new items . More and more new game content .
New schema and unlock system added . Increase the number and variety of tasks . Increase the number and variety of miles . Refine the concept of "Spirit Island" backstory . Expand the content of intelligence . Add Achievement System . More and more new systems .
Change the image of the main character . Change the look of all weapons so that each step is cosmetically different . Modify the appearance of monsters . Increase elemental effects for weapons . Modify attack effects for all weapons . Improve feedback on hit sounds . Modify the game UI . Completely reset the overall picture effect .