Hello!
I’ve been working on this little game by myself in my free time for quite a while. Finally decided to polish it up and put it on Steam. It was made completely in Blueprint. Happy to answer any questions, and hoping to hear some feedback.
This game looks as challenging as landing a space module on the moon!
Dropship looks marvelously addictive! I agree with @Everynone . A time trial would definitely add the incentive for players to keep trying to best themselves and each other!
How long would you say was the total amount of time you’ve spent on development? Are there different levels or is the board completely linear? Are there checkpoints achieved that prevent the player from starting completely over after crashing? Once you’ve reached a certain level of progression, is a player allowed to select which part of the level to start from after crashing? (My apologies for the influx of questions, as I sadly do not have time to play games outside of work. Your input is important and treasured.)
The game is broken up into separate levels, most likely 36 at launch, that range in size from small to large. About 10 levels in things start to get very difficult and require some skill and patience.
Each level is timed and that time is saved so you can optimise it as you get good. I’ve also set Dev best times for each level so there is always sort of a time goal for the player to aim at. Additionally the levels are broken into 3 zones and I track the total zone time as well to encourage speed running.
There was an endless mode that generated long procedural levels but I’ve cut this in order to make the release. I might add it back if the game get a sniff at all on Steam.
Overall time spent on developing it is tricky to say as I’ve put it down several times and come back when free time allows. Probably 4 months total if added together, of evenings averaging about 5 hours per night, I’d say I could easily be 600 hours deep, which is a scary thought