I'm sorry, I'm losing motivation, every time you say that's the release, and again, here's the release, and again and again and again, we will definitely release the game in September and then suddenly it turns out that you didn't add something to the game. I understand that you want the game to be perfect
It's not about the game being perfect, it's about it having core content. We don't want to release the game without the final boss fight working, without the endings, without the cutscenes for the last two levels in the game, without the Ideals system working correctly, without half the sound effects in the game in, etc.
but you keep adding something over and over again and this delays the release even more
We haven't added in any new content that wasn't already planned since 2019 or so. It's literally finishing the content we had planned since then.
i think you need to finish with this, even if there are bugs, even if there are errors, it will all take forever until you do everything.
None of the delays have been because of bugs. Most of the bugs are done, and any remaining are very tiny ones. Again, it's about core content. If we got in all the things we truly wanted to get in, we'd be working on this game for another 3 years. We're not even remotely close to "perfect" with what we wanted for the game.
I realized 2 things if the game does not come out for a long time it is either it is in production hell or we just need money. Night Of Revenge is true giga chad right now, his alone do very good job.
Or, the game (like ours) has a ton of content, done by a team that's 1/100th the size of an AAA team (3 core people, two audio people, and a ton of voice actors). Not production hell or needing money, just needing time.
Heck, here's a list of the things we
removed from what we had planned for the game to further drive home that we're not aiming for perfection;
- Being able to play through the entire game with a second set of cutscenes in a sort of "genocide mode" with new endings for it
- Playing through the whole game as Faye
- More enemies per level
- Enemies having elemental immunity to your abilities
- An entire item based system of using potions and other items to buff your character
- Much much more content for the True Final Boss
- Multiple full vocal songs for bosses
- Much larger areas
- Portraits for all NPCs and enemies during cutscenes
- A full range of facial expressions for Talia's GUI in the upper left
- Visual modifiers to make the game look CRT style or other styles
- The level editor allowing you to inject your own art/audio
- Powerups were originally going to give extra boosts if you had three equipped in a set theme (set boosts)
- There were going to be secret mini-bosses in each level that would have tied into a larger, arcing theme across our games
- Talia was going to have a ground pound of sorts as her earth ability
- You were going to be able to have a second, secret way to beat each boss
- Beating a level would bring up a tally that would have had lots of data on your performance etc.
- The ice level enemies were originally going to be mythological beasts/creatures
- The stealth area was going to originally be much, much more complex programming/aesthetically
- The struggle mechanic was, for a brief period, going to be something where you'd actually put in commands to break out
- The fire area was, for a brief period, going to have a mechanic where you'd knock rocks down from the ceiling to plug lava spouts or have the lava spout burst to blow a rock across an area as a platform
- The fire area was also, for a longer period, going to have a type of room where you'd have to run through it as fast as possible to get through before actual 1-hit-ko lava caught up with you
- The ice level was going to have all the enemies react to sound when you walked on snow vs ice (this was later used for the infected grunt)
- The electric area's milk machines were going to deposit milk bottles on the machine, which would then heal enemies that walked past it
- The earth area was going to have a tentacle vine that would have reached down from ceilings to grab you as you passed by if you didn't dodge it or shoot it
- The ice level was going to have an environmental trap where a round, smooth icicle would pop up and penetrate talia, which would then melt over time
- The End's mechanics were going to involve a decent amount of use of the fact that time "freezes" in the other dimension when you're in the one you're in, so we were going to have puzzles where you'd have to say, fire a shot in the real world, then jump to the alter world quickly, run around, and end up in a portal back on the other side of the real world portion of the map before the bullet hits, for the platform to stretch a certain way and carry you through the map
- The boss fight for the fire level was originally going to be a huge version of the flying imp/glider enemy; the blob version was also, at one point, going to be invincible and you would have to outrun it until it hit a wall and died
- Reading silver databanks would have given you "code letters" per databank, which, when put together, could be unscrambled to get a secret sex animation for that level
- The earth power you'd get for beating the boss was also, at one point, going to be an ability to fast-travel using vines you rammed into the ground or wall (so teleporting through the ground/walls basically), but this turned into the portal system/stretchy platforms, so there became no use for it
- We also considered giving her an earth attack (not utility ability) that would have healed her upon hitting enemies with it by leeching their energy, but this was decided to be way too broken
And that's just a small list, there's way more than this we've cut out/didn't do because we knew it'd be unfeasible.
So definitely haven't "added stuff", and have definitely cut a ton of planned content over the years to get the game out ASAP.