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Impressions, Feedback, and Upcoming Plans

Firstly, we'd like to thank you all for giving Mahou Arms' Early Access such a warm welcome! Whether you only just learned about MA or have been a patron since 2018, I cannot stress how much we we deeply appreciate your support. We're super excited to finish MA ASAP, and this launch has been super motivating.

In this post, we'd like to address early impressions of the game, feedback, and our upcoming plans, including our high level production schedule and scope for the project.

Addressing First Impressions & Feedback:

We've been watching streams and checking feedback daily and we're happy to see a generally positive reception for the game. That said, there's a couple of topics that are frequently brought up as being issues or poor experiences. In this post, we'll list a couple of them and give a time frame for when we expect to improve them.

Immediate Improvements:

Next 2 Months:

First, we're going to try making the player more vulnerable  to attacks from other enemies during a combo. This will likely include a combination of: reducing player movement during attacks, using enemy weight to dictate how much the player can push them during an attack, and making the enemies' attacks' tracking more accurate, especially over subsequent shots.
Second, we'll try giving some enemies stunlock-detection AI, where they can try dodging or teleporting to a nearby location if they've been stunlocked too long. 

Next 2-6 Months:

Next 6-18 Months:

Lack of Depth: We'll be working on until release, but here are some of the proposed mechanics we're adding to help add depth to the game:

Utility Skills: Right now, if L3 (Q on keyboard) is pressed, the character sends out a "ping" that scans the environment for enemies and collectibles. In the future, this ability can be upgraded to deflect projectiles and maybe stun enemies on successful deflects. Other ideas would include skills that launch missiles, lasers, throw grenades, or suck enemies towards a black hole.
Weapon Mods: Mods will make make weapon bullets consume MP for secondary effects, such as breaking shields, freezing enemies, and bullets that explode after a period of time.
MP System: Utility skills and weapon mods will consume MP.
Ignite System: Devil trigger. Details TBA
Character Switching: Switch character in the middle of a combo
Ability System: Gives secondary effects to certain abilities, like stealing health on a perfect dodge, etc.

Undetermined Production Timeline:

Intentionally Delayed Until Release:

Onwards!

This post is already very long, so the next one will be a high level roadmap of what we're working on at what point in time for the Early Access period of Mahou Arms. Please note that re-scoping will happen throughout development, so it might not be completely accurate, but if it changes drastically we'll create a new roadmap.

We're always open to feedback, so if there's something you'd like to mention, don't hesitate to post on our discord, Patreon, Twitter, or anywhere on the Steam Community around Mahou Arms. Thank you for reading!

Cheers,

Dischan

Comments

okay

Frank Leo

New supporter here. I would like to say that even if this game is still in its Alpha stage it blows other games of this type out there out of the water, even the ones from Japan. I can tell that a lot love is being poured in this project. The gameplay is pretty solid; It just needs tweaking since it's a new game. The music is great too. It seems to adapt depending on what's happening on the screen. Love the art style, character design and the comic style cutscenes. The heroine is pretty refreshing. She's not just sweet but also cheeky and assertive. Typically, female protagonists are pretty shy in bed scenes. Amelia is different, she's really passionate when it comes to love-making. The H-scenes are superb and I like how the characters change position seamlessly. Thanks for the frequent update. I'm glad I'm able to support you guys. I wish you all safety, peace and good health.

Naj


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