Devlog 09: Final Polish Phase


Hey there!

Today’s devlog is both good news and…slightly less good news. Not bad, just mildly annoying for anyone who was counting on playing Volga 2.0 before Halloween.

The good news is that not only have all the new frames have been fully tested and work just fine, but we’ve also updated Typhoon’s kit to make it a little more competitive and avoid power creep issues with how the new frames work. If we wanted, we could basically drop the whole thing right now.

But we won’t.

Because the less-good news is that we’ve also found a couple design oversights that, overall, tended to encourage stalling and passive gameplay over actually fighting the other guy - and for a game that’s built on the notion of a “fighting board game”, that’s not a great thing to encourage.

Initially we tried to mitigate this by applying a universal ruleset change, but that had its own issues and could ultimately be exploited by the staller to put themselves into an advantageous position - so we scrapped that.

Instead, what we’ll spend the coming weeks focusing on are minor changes to the shielding systems of several frames, mostly new ones. This means that their movesets and weapons won’t change, but that they’ll still need proper testing to make sure we’re not building unbeatable S-Tiers by mistake.

We don’t know how long this’ll take exactly, but we hope to put this out in the early weeks of November. Without crunching ourselves to paste, of course.

So yeah, that’s that for this devlog! Thank you for your patience, and see you in the next one!

-Matt

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