- Joined
- Jan 28, 2011
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- 99,475
Tags: Adventurepro Games; Eye of the Commando
https://store.steampowered.com/news/app/3016480/view/7099450726093716653
https://store.steampowered.com/app/3016480/Eye_of_the_Commando/
https://store.steampowered.com/news/app/3016480/view/7099450726093716653
Why Early Access?
“Eye of the Commando is an uncommon fusion of two genres. While we certainly have a roadmap to see the game to completion, we have a strong desire to involve the community in decisions about what particular features of this fusion are the most interesting and exciting. How hard should we lean in to the dungeon exploration aspect? How much action is the right amount of action for something ultimately turn based? What are the best things to keep from the genre's arcade roots, and what can be left behind? We know from experience shipping other Early Access Steam titles that EA players are excited about being part of the guideposts for a game's growth and that it is an enjoyable way to build community together.”
Approximately how long will this game be in Early Access?
“Our target is to have a final game launched twelve months from Early Access launch. It might slip. But this schedule includes baked in time for holidays, vacation, maintaining other projects, and other bits of work life balance.”
How is the full version planned to differ from the Early Access version?
“There are three targets here. We want more gameplay, about 200% more in terms of playable levels, crushable monsters, and lootable goods than what is in currently. The current game feels like a first act. We would like to see improved visual and audio assets, where we aim the game's resources toward what feels right for this genre blend. Finally, we want to see the fruits of what comes from community collaboration. Part of building a community is discovering what excites them, and weaving that into the game to the best of our ability. This sort of unknown-but-important content is core to our Early Access goal and not an afterthought.”
What is the current state of the Early Access version?
“A real start to finish fun and playable adventure, with meat on the bone! A six level campaign, five classes to choose from, about a dozen monster types, lots of loot, danger, secrets, and puzzles. Playtesters have been coming up with new builds, strategies, and fighting for places on the pre-release leaderboard. There is plenty to play.”
Will the game be priced differently during and after Early Access?
“Right now we're thinking the price stays the same. It may go up for full release, but there's a lot to consider there, and we want the community to feel both respected and listened to.”
How are you planning on involving the Community in your development process?
“Eye of the Commando has had an open development process, with twitch streams nearly every day showing off the work, as well as the open and friendly Adventurepro Discord Server. Those will be the two primary communication methods with the community.
Direct feedback is appreciated and useful, but can also be very scatter shot, so we'll also have periods of time where we focus on feedback for specific features.”
“Eye of the Commando is an uncommon fusion of two genres. While we certainly have a roadmap to see the game to completion, we have a strong desire to involve the community in decisions about what particular features of this fusion are the most interesting and exciting. How hard should we lean in to the dungeon exploration aspect? How much action is the right amount of action for something ultimately turn based? What are the best things to keep from the genre's arcade roots, and what can be left behind? We know from experience shipping other Early Access Steam titles that EA players are excited about being part of the guideposts for a game's growth and that it is an enjoyable way to build community together.”
Approximately how long will this game be in Early Access?
“Our target is to have a final game launched twelve months from Early Access launch. It might slip. But this schedule includes baked in time for holidays, vacation, maintaining other projects, and other bits of work life balance.”
How is the full version planned to differ from the Early Access version?
“There are three targets here. We want more gameplay, about 200% more in terms of playable levels, crushable monsters, and lootable goods than what is in currently. The current game feels like a first act. We would like to see improved visual and audio assets, where we aim the game's resources toward what feels right for this genre blend. Finally, we want to see the fruits of what comes from community collaboration. Part of building a community is discovering what excites them, and weaving that into the game to the best of our ability. This sort of unknown-but-important content is core to our Early Access goal and not an afterthought.”
What is the current state of the Early Access version?
“A real start to finish fun and playable adventure, with meat on the bone! A six level campaign, five classes to choose from, about a dozen monster types, lots of loot, danger, secrets, and puzzles. Playtesters have been coming up with new builds, strategies, and fighting for places on the pre-release leaderboard. There is plenty to play.”
Will the game be priced differently during and after Early Access?
“Right now we're thinking the price stays the same. It may go up for full release, but there's a lot to consider there, and we want the community to feel both respected and listened to.”
How are you planning on involving the Community in your development process?
“Eye of the Commando has had an open development process, with twitch streams nearly every day showing off the work, as well as the open and friendly Adventurepro Discord Server. Those will be the two primary communication methods with the community.
Direct feedback is appreciated and useful, but can also be very scatter shot, so we'll also have periods of time where we focus on feedback for specific features.”
https://store.steampowered.com/app/3016480/Eye_of_the_Commando/