The game’s use of entropy, cobalt, crystal and rapture, all add new layers to the game. Can you walk us through how they work and interplay with one another?Pagetti:
We have already hinted at the different types of enemies, especially the Wraiths and the Possessed. These classes are also related to the Fields that Lute can cast, the blue Evocation Field and the red Banishment Field. Simply put, these enemies are invulnerable when not under the influence of the proper Field. You need to cast the proper Field to face each enemy, and that sounds simple enough, but when different creatures get mixed up, things become quite challenging. Moreover, most Possessed actually release the Wraiths haunting them when they are defeated, and if you do not destroy those Wraiths in time, they will revive their former host. Once we nailed these combat mechanics, we also decided that they would have to work as consistently even in the exploration phases; and in boss fights, too!
The game’s over-the-top boss battles bring all of the game’s mechanics together in neat packages. What challenges did you have to overcome to deliver these moments to Soulstice?
Pagetti: Boss fights are key to an engaging hack ‘n’ slash experience, and we wanted to match (and possibly go beyond) players’ expectations in this regard. We made sure that each boss would present a specific challenge, with dedicated mechanics and visuals for each one. The Arrowhead that is featured in our Steam demo is a perfect example, with special attacks, different phases, and so on. And that’s only the first boss fight of the game!
You feature five difficulty levels in the game. How does the title change, specifically, as you switch between them?
Pagetti: We have five difficulty levels, and three are available right away as you play the game for the first time. Each level determines how much damage the enemies inflict and the amount of health they have, but there’s more. When you beat the game at “Knight” (hard), you also unlock the next difficulty level, “Chimera,” and you can unlock the final one, “Transcended,” in the same way. At “Chimera” and “Transcended,” the game also changes the composition of each enemy wave, presenting you with a much bigger challenge. Luckily enough, when you start the game again, your progress is carried over to the new playthrough!
Source: Unreal Engine Blog