

We keep the systems management as straightforward as possible, with zero visible UI elements that don’t relate to the world itself. We chose to recognize that players are smart. Instead, we want players to uncover the rich mythology along with the Drifter in a more organic way, with a narrative that’s not explicit. These leave a player frustrated, or worse, disinterested. We are wary of endless blocks of text, poorly designed UI, and explicit handholding, which can often dilute a great experience. Each encounter should feel different, and remain challenging. We even have enemies that command weaker types in order to gain an advantage. Some enemies dodge projectiles, others deflect attacks, some (the poison wolves) attack you and vulnerable enemies as a pack. The player should feel empowered in every encounter.Ĭreating intelligent and tactical scenarios with enemies is key, rather than stacking cannon fodder that waits gleefully in line to get their heads chopped off.

No weak or shoddy weapons (I’m looking at you, Klobb), no peashooter projectile sounds. We spend a great deal of time tuning our systems, adding meaningful feedback in the controls, visuals, and audio design so they feel responsive and satisfying each time you lop an enemy in half, blow something up, or wipe out entire packs of ravenous creatures.Įach enemy reacts to strikes with visible knockback, flashes, and brutal sound effects. To hell with bulletsponges, witless drones and unfair scenarios. I’d like to share a few of the key components under development that make Hyper Light what it is: 1) combat that’s lightning quick, brutal and never unfair 2) a strong narrative and character interactions expressed through visual design 3) a rich and varied world to explore with an intense atmosphere.Īt Heart Machine we’re all fans of fast, heavy-hitting combat that requires skill and rewards a bit of finesse. In Hyper Light Drifter you’ll travel a ruined land with a twisted past, delving deep to collect lost technologies and unveil secrets long buried.
