lRandomly ost It was a unique action adventure game with randomness and dice, and was used as part of its important mechanics in terms of how players were able to take on challenges. This time the sequel continues with a new protagonist and a new story. Game Director Martin Storm was kind enough to answer some of the questions we had Random Lost: Eternal Death.
original It was lost randomly It looked like a self-contained game. What inspired your decision to make a sequel?
When I developed the original It was lost randomlywe felt it had a rather open ending and left us with some unanswered questions. One of them was, “What really happened to the evil Queen Alexandra in the end?”
However, the main decision to continue IP was easier than that. We love this world and there is much to explore in its unique style, atmosphere and atmosphere.
In this memo, we will refer to the new game as a spinoff. Eternal Die is featured shortly after the first game, but plays as Aleksandra, the antagonist of the first game.
“We just love this world and there’s a lot to explore in its unique style, atmosphere and atmosphere.”
What gameplay enhancements will be shown in the sequel in the original game?
If the original game leaned more towards the story and atmosphere through linear progressions, Eternal Die focuses on incredibly tight, fast-paced combat and big skill progressions. We cultivated the essence of It was lost randomly There are characters with completely voiced in the dark fantasy world, but this time the gameplay shines even more.
How do relics play in game combat?
The relics are the meat of the game’s combat. It’s a way for players to grow stronger when “running” through the dark, twisted areas of Black Die. Players place relics found on the board, creating synergistic effects to match the colour and effects, and evolve weapons while running.
We are very excited about the artefact system, bringing some unique and interesting layers to the Logelite genre, and how upgrades and abilities are generally synergistic.
The world is randomly generated, but is there a hand-crafted gameplay section too?
The world is generated based on specific parameters, but the actual gameplay and combat area are handmade. We have adopted this approach to ensure that each area not only looks visually appealing, but also offers great flow and balanced difficulties.
“If the combat in the original game has a slightly turn-based, strategic board game-like feel, we’ve really raised both pacing and difficulties.”
How has the combat been improved over the original?
The original game’s combat has greatly increased both pacing and difficulty when there is a slightly turn-based, strategic board game-like feel.
The gameplay is more sluggish and there’s a really neat flow. There is much to explore in the artefact system, and there is more enemy variety. When it comes to combat, it’s difficult to compare the two games.
In the first game, I introduced myself as a Wilder of the Dice. By chance, you discovered those first formidable steps as one and took it. Now, as Alexandra, you are a veteran dice-equipped guy and our chaotic combat really captures it.
Exploration plays a bigger role Random Lost: Eternal Death?
Yes, but more in a mechanical sense. Our gameplay features and Aleksandra’s combat arsenal offer plenty of playstyles and explorable “builds” if needed. Each run presents new opportunities and strategic exploration.
But of course, there’s a lot to find and solve when it comes to the character’s story, world lore, and Alexandra’s past.
Can you see the characters that have returned from the original character? It was lost randomly?
some! For both the characters and the world scattered across our adventure, the first game has nods and hints.
The main return character is our main character, Aleksandra, who has led a lot to the story of the first game, but it was important to create a game that could be used by both new and returning players.
In short, both games enrich the experience of other games in the order you play them.
“Our gameplay features and Aleksandra’s combat arsenal offer plenty of playstyles and explorable ‘builds’ if needed. ”
Which board games were the biggest inspiration for dungeon design and theme?
There was no inspiration for the game. That’s true if there’s theme inspiration, just like the first game. You can find inspiration from chess and various card games, but you can’t find it in aesthetics, not gameplay.
What resolutions and frame rates do games run on PS5, Xbox Series X, S, PS5 Pro?
We aim to reach 60fps on all four consoles!