Hello folks,
Welcome to the first post about the development of Cosmic Magus, we will quickly talk about current feature improvements and future development plans for the game.
As you might already know, this game was heavily influenced by the playable hero from the game Dota 2 called Rubick, the Grand Magus. From the spell-stealing mechanic to the looks and voice acting of the main character are all similar to Rubick. This is to give players somewhat of a connection to the hero we all love and/or hate from Dota 2.
-Current feature improvements
I'd like to start by fixing some visuals aesthetics of the game that might cause frame drops for some computers, if you have really good specs on your PC and still get frame drops then make sure your _resolution _is set to the right one under options, this seems to be the problem most people encounter when playing the game.
Balancing spells and enemy casting rates is a priority in the next upcoming updates, currently enemies cast spells at a random rate between 3 and 7 seconds. This is lowered to a maximum of 1.5 and 5 seconds as time goes by.
New enemies are a priority as well as new maps. There are many ideas floating around about new enemies with very different and complicated spells to add to your spell casting experience, some of them are fire, poison and physical based spells. The idea that every enemy has a specific color and element they use for spells is so that the player can easily differentiate between who used which spell at any given time.
-Future updates
I have planned a big update for late May that will introduce new enemies as well as a Training Mode and new spells to use in your gameplays. There will be small updates fixing bugs and adding small features every week and one big update this late May.
Thank you for reading and being interested in this game developed by 1 person on his spare time. Looking forward to more updates and input from the community on gameplay mechanics, enemies, spells, maps, etc.
Best of luck out there casting spells!
-David