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With Stardew Valley, I felt somewhat constrained, because I was working within an established tradition. So far, I’ve been having fun working on this game. Of course, there’s a lot more to the game than that, but I don’t want to get too deep into at this early stage, partly because I don’t want to be tied down to any particular concept of what the game is. But at its core, the gameplay loop involves gathering ingredients, making chocolate, and running a chocolate shop. It’s evolving organically as I develop it, so I’m not sure where it will go. Now, you might be scratching your head, wondering exactly what type of game this is. More important than all that, I just want to make a fun game. However, if Stardew Valley mostly channeled the energy of the sun, Haunted Chocolatier channels the energy of the moon. On the contrary, I intend for this game to be positive, uplifting and life-affirming. However, don’t think for a moment that, because this game features ghosts in a haunted castle, it is an evil or negative game. The ghosts represent the imprint of the past. The haunted castle represents the allure of the unknown. That’s where magical haunted ghost chocolate comes in.Ĭhocolate represents that which is delightful. However, with my next game, I wanted to explore more fantastical possibilities… experiences that take you beyond the ordinary. In Stardew Valley, the focus was more humble: living off the land, growing food, and connecting to the people and nature around you. Regardless, I think a lot of people like chocolate. And after 10 years of practice, I feel more confident than ever in being able to bring an idea to life. I think sometimes the best ideas just appear in a flash, instead of being cleverly thought out. Everything is on the right track so far, I have the complete vision for the game in my head, and it’s just a matter of “grinding it out”, which is what I’m doing every day! Thanks for reading all this. But don’t worry, I have 100% faith that I’ll get it there. If it never gets there, I’ll just never release it. The bottom line, is that I won’t rest, or release this game, until I am personally satisfied that it’s very fun and compelling, in every aspect. But if they already know everything in the game, that takes a certain element out of the final experience. I prefer to leave many things to be discovered by players. If you followed the development of Stardew Valley, this will be familiar.Īlso, if you followed Stardew’s development, you might know that I like to keep my cards close to my chest.
![fantasma para steam fantasma para steam](https://images-na.ssl-images-amazon.com/images/I/81DqlK9q4KL.png)
Everything seen so far could still change before the game is finished. That’s because I’m still working on everything, and it’s all a work in progress. You might also notice that the sword swing animation looks different than it did in the original footage. There will be other off-hand items besides shields that will compliment different play styles. But you don’t have to play like this, you could just as well charge in aggressively, and if you can pull it off, you’ll defeat enemies more quickly that way. The shield/stun mechanic rewards more cautious, patient players who wait for a window of opportunity. While an enemy is stunned, you can attack them much faster, as seen above. Many attacks can be blocked with a shield, and in most cases, blocking an attack causes the enemy to become “stunned”.
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You may have noticed this from the earlier video footage, but there are shields in this game.