It’s exclusive game content or backer builds, obviously! But apart from that:
A quick way to get a look at new content. All tomes and locations unlocked by default, reduced in-game prices, and if you fail to recruit a minion, you can undo your last turn.
A retune for roguelike replayability. More intense invasions, and a bad ending scene if you lose. Designed to be shorter and much tougher.
Just go hog wild: insta-recruit minions, give your self more mana, complete minion transformations immediately, etc.
I hear people like these? I’m probably not going to turn voice on for you though, no offense. 🙂
My biggest regret is that Fleshcult is a server based game. You click a button, it sends a request to the server, and all the processing happens there in Python code.
There are several disadvantages:
- It doesn’t run offline. If the server goes down, nobody can play.
- There’s no easy way to keep multiple versions of the game live. I was always careful to keep saved games backward compatible because I know players can’t just fire up an older version, so my ability to make drastic changes was limited.
- Modding is completely impossible.
- I haven’t been able to do a totally unrestrained promotional push, because I know the server can only take so much before it lags out horribly or starts spitting errors. Server administration isn’t my forte.
This is all my own stupid fault.
Here’s how I’d do it gradually, instead making everybody eat all their veggies before dessert:
- Add content to the server version for a couple of months, all the while doing prep and fixing up code that translates poorly.
- Start work on Fleshcult 2 from the same codebase. Then can I start making really big changes.
What do you guys think? Technical details below the fold.