Nyrthos is an action RPG for web browsers, Anroid and iOS. The game is built on an in-house engine, in 2D, seen from an isometric view. Besides the typical RPG routine that orders players to „travel, fight, loot, upgrade, craft, and consume story“, every hero will be also given the opportunity to buy himself a house, found his own village, manage it, gain more income resources and honor and in the end, be able to progress even further in the game. The will to survive will be greatly rewarded, as the strong players will usually be the ones to uncover previously undiscovered locations. Still, all the players together will have the power to decide the flow of important events in Nyrthos. We have the whole programming background ready to expand on the concept and the game will be developed continously, adding new features and expanding in many different ways.

Post news Report RSS Nyrthos - Changes in the next version

We made quite a few changes for the following version, most notably a complete revamp of enemy spawning, GUI improvements and a whole new giant area is coming. Read on!

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Hi everyone!

After a few days, here comes another dev log.

With our last update, we introduced a "Nyrthos Gold" account and we already have some Gold players, which is pretty cool. So first of all, I'd like to thank to those of you who decided to support us.

And what were we up to since then?

We have a new version almost ready - to see the list of planned changes, check it out: viewtopic.php?f=28&t=107
As you can see, there were many changes and fixes in many aspects of the game. Today, I'd like to talk about the most important one - overall balance and enemy spawning.

We were experimenting with different ways of enemy spawning and settled with a very random system that looked very good, but we pushed it out out soon and not tested enough. As a result, the game got too hard and too frustrating for most of you. Too many enemies, too much damage, too much life. Nothing went right.

After rigorous testing, we decided to scrap the whole system and create a new one. Even more - many changes were made to creature stats and the combat now feels much better. I will not copy and paste stuff that was already written in the appropriate thread, but as a result, players shoud feel powerful right from the beginning and the difficulty spikes are very seldom. We'll see how this goes with you guys, but we feel that we're on the right track. We finally have a great set of tools that allow us to tweak monster generation and that's just a giant leap ahead.

We also got a lot of feedback concerning the game interface. I'd like to point out that some of its parts (quest/conversations dialogue most of all) are still work in progress and will get replaced and polished as time goes by. Anyway, we made a number of changes in this area too, and we hope that it will contribute to the player experience.

Last but not least, we decided that it's time to translate the game to other languages. The game is created with this in mind, and we're sure it will be much more fun to those of you who do not speak or read english well. We're also looking for people that would be willing to help us in this regard - in case you'd like to see Nyrthos translated into your native language and want to be a part of it, let us know. Just write us an e-mail with a subject "TRANSLATION" and provide needed details (country of origin and the language you'd like to translate Nyrthos to). We'll be happy to hear from you!

Well, I guess that's about it for today. As always, let us know what you liked or didn't like in the current version, or what you'd like to see in the following versions!

Best of all,
Martin

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