Fugitive suitors in space
I like to pitch Haven as” Romeo and Juliet, but they endured and escaped to a deserted planet to live together .” But that doesn’t say much about the gameplay. So I would like to share more about your experience as you play the game — what you actually got to get do.
The game experience in Haven is created by the intersection of three methods 😛 TAGEND
Exploration through glidingCombatPreparing for your next excursion in the Nest
The story is told during these three types of gameplay sequences. But let’s dive a little deeper in these systems.
Gliding over the tall grass
In a Japanese RPG, “whats called”” traversal gameplay” is usually pretty simple. You simply move your attribute without any challenge, until you start a fight or contact your end. With Haven, we wanted to reinforce the feeling of being a couple, even during expedition. We wanted to make it feel loosening, beautiful and entertaining. Going down a ski slope with a friend can really feel like that. Gliding over the towering grass is Haven’s version of skiing together.
In order to explore the planet, you follow” Flow threads” that will fill your boots and gauntlets with Flow, the natural vigour that capabilities pretty much everything in their life. It’s too used to get rid of the Rust, the blood-red layer that corrupts countries around the world and people. Gather Flow, clean the Rust and discover resources: food or medicinal embeds, information for combat or to restore the Nest( your spaceship/ dwelling ), or even souvenirs and pieces for your residence.
Following a Flow thread is usually as wintry as going down a simple ski slope, but sometimes you can find more difficult ones that will require to drift, and envision close-fisted turns.
Exploration by gliding will also opening up policy brand-new “bridges” that are linked one hovering scrap to another, and allow you to reach new arenas.
Combat and conciliate rusted individuals
While exploring the scraps of the planet, you might encounter aggressive mortals and have to fight them. Combat is, again, thought of as a couple’s experience. It’s pretty much necessary to coordinate Yu and Kay’s criticizes, or have them protect each other.
Combat happens in real-time, but you bill prescribes by impounding buttons. Sometimes you have to react quickly to shield yourself, sometimes you have to time an attack performed by both personas, and sometimes it’s better to order attacks, one weakening the beast and the other dealing the ponderous damage.
That combat system is thought to compile you want to optimize your chain of wars so that all efforts flows, a bit like in a lilt play. When you’ve attained the privilege pace, it is really very slaking to chain actions one after another, downplaying the thumps taken and maximising the damage to the rusted people.
At the end of the fight, the individuals are “pacified,” propose they are cleaned from the rusty and they go back to a pleasant regime.
Cuddle and is fully prepared to your next expedition
Eventually, you need to go back to your ship to either regenerate yourself, cook some appetizing snacks or bring back the stuff you find. The ship is called The Nest for a good reason: it’s a situate for nesting.
In the Nest you can craft different things: medications for improving your health, combat vessels that’ll prove supportive against the rusted people, and of course you can cook luscious meals.
As the characters have snacks, they are not hungry anymore( when they are hungry they grumble and are less efficient in combat ). But most importantly, cooking and having meals together is the time for ligament. Cooking, sharing a good meal and taking a little break is when they grow, as people and as a duet. It develops their relationship, and leads to levelling up.
In Haven, you won’t gain that countless suffer times in combat, you gain more by just expending good time together. That really compiles Haven different, as it’s frequently skipped in RPGs. You never see your heroes in their intimity. In Haven, you do.
Be with them at all times
The story is a key element in Haven’s game experience. Are they going to settle softly on that deserted planet? Will the Apiary find them and come to separate them?
But the gait of the narrative comes from that intertwined competition know of flying together to explore the depressions of planet Source, pushing and allaying men and coming back home for resting, cocooning and preparing the next safarus. All in all, Haven’s game experience is about living with Yu and Kay, every minute of their intrepid daily life.
We’re hard-handed at work to finish the game and we will soon be able to let you know when you can play Haven, so stay posted!
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