http://childrenofmorta.com
https://youtu.be/qNUSrhEEvL0
https://youtu.be/UKhx73nYEY8
Annoncé sur Switch lors des Indie Highlights du 20 Aout 2018 comme "Coming 2018", le jeu a été officiellement repoussé à un laconique "2019" par le studio 11 Bit Studio sur Steam : https://steamcommunity.com/games/330020/announcements/detail/2521351362631577118
So, as some of you might have already expected, we have decided to postpone Children of Morta to 2019. Our goal is to deliver a mind-blowing, story-driven hack n’ slasher — and we’ll get there — but the journey is going to take a bit longer than expected.
“Having a solid amount of feedback after shows like PAX Prime, and knowing exactly the goal we need to reach, we have decided to move the release date of Children of Morta, on all platforms, to 2019”, says Producer, Marek Ziemak. “There is huge potential for this gem and we know how to fulfill it, so some things are already put in motion. I strongly believe in Mr. Miyamoto’s words about delaying a game to make sure it’s brilliant when it releases and nothing less. Also, and I believe this is important from the gaming community’s perspective, we are now developing Children of Morta for all four major platforms and there will be a simultaneous launch on all of them - Xbox One, PlayStation 4, Nintendo Switch and PC.”
D'après eux c'est parce que le jeu devient plus grand et plus complet. A voir.
The biggest and most time-consuming change is Children of Morta’s growth. The game is increasing significantly in size, as each of the three biomes the player can visit in the game will now have more levels and they’re larger overall. Another addition we’ve made is mini-bosses awaiting at the end of each level. The storyline praised in the previews is going to be written with a bolder pen, making the game’s world more strongly tied to the plot. All in all, there’s more work ahead for the devs but it’s for the good of the game.
"The main challenge has been integrating the main story arc inside a repeatable roguelike setting and also making sure the family feel is there to let the gamer experience an adventure alongside a family of guardians.", says Amir Fassihi, CEO at Dead Mage. "Many elements need to be procedurally generated while the whole story follows one main line."
We know that waiting for your favourite game really sucks. We are gamers, too - we know the feeling all too well. However, we also love to play the best games out there. And this time - it's our job to deliver one. We hope you're going to trust us for a little longer.
En espérant qu'ils ne fassent pas comme Moonlighter à repousser trop longtemps la date de sortie ce qui a fait sortir le jeu de la Hype et qui ne fait plus du tout parlé de lui depuis sa sortie malgré tous les espoirs que l'on avait mis dedans...