Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Varying Level Up Animations
Potato Basket
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Let me preface by saying this could be something to be iterated upon post launch, not necessarily for launch
I don't know why it means so much to me but I absolutely love level up vfx and animations
I feel like each level should carry an identity and characteristics which should be represented
I don't understand why developers don't make each level a completely different one, it will give you something to look forward to and discover on each and every level, also ultimately another reason to play the game and progress
I don't care as much as if every level has the same effect, it actually hurts because in my eyes that's a missed opportunity for creative expression and being lazy
now, there's this belief that the ding should be increasingly better each level but why can't it instead be different on each level so it will feel unique on it's own?
It could represent something related to the challenge or progress each achieved level brings, for example if at level 10 you unlock your primary skill it could have the same vfx flavor of such skill or let's say at level 25 you now can choose your secondary augments, why not visually present that?
There's endless room for creativity and I'd expect this creativity to be expressed in an high fantasy world
You could argue that it would take much work but that's how you differentiate yourself
I thought Intrepid wants to revolutionize the genre
It's free real estate
I don't know why it means so much to me but I absolutely love level up vfx and animations
I feel like each level should carry an identity and characteristics which should be represented
I don't understand why developers don't make each level a completely different one, it will give you something to look forward to and discover on each and every level, also ultimately another reason to play the game and progress
I don't care as much as if every level has the same effect, it actually hurts because in my eyes that's a missed opportunity for creative expression and being lazy
now, there's this belief that the ding should be increasingly better each level but why can't it instead be different on each level so it will feel unique on it's own?
It could represent something related to the challenge or progress each achieved level brings, for example if at level 10 you unlock your primary skill it could have the same vfx flavor of such skill or let's say at level 25 you now can choose your secondary augments, why not visually present that?
There's endless room for creativity and I'd expect this creativity to be expressed in an high fantasy world
You could argue that it would take much work but that's how you differentiate yourself
I thought Intrepid wants to revolutionize the genre
It's free real estate
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