The past couple of weeks have flown by in a flurry of activity and I want to share with all of you what we’ve been up to. We’ve always wanted Curve Fever Pro to be fun and enjoyable, regardless of how new a player is to the game. And we feel like we’ve finally come up with the best version of the game which can be enjoyed casually as well as competitively by each and everyone (totally not a subjective opinion).
It will be quite a substantial change in gameplay and even though we’ve tested and perfected it numerous times internally, we still might have missed possible areas of improvement. Therefore we will organize a playtest with you, the community before we release said update live.
We want to see what you all think of the new gameplay overall, as well as any feedback on all the details we’ve tweaked to fit in with the new game mode. I will let you all know soon when the playtest will take place, in the meantime let’s have a peek at what you can look for in the new gameplay.
New gameplay mode
We started off by changing the way players are eliminated. We feel that in the current live version of the game it can be very random/luck-based if you kill or get killed by someone in the first few seconds of a round. It’s especially frustrating as a new player when you don’t really know what’s going on, and suddenly you die and have to wait until the next round starts. In the new gameplay you won’t die if you get shot (or attacked by anything offensive) but instead, some of your points get stolen. These points fly out from your ship into the ship of the player who shot/attacked you. This way we go back to the roots of the original Curve Fever game: only dying when hitting a curve.
Field size adjustments. The field size will adjust depending on the number of players in a game. We’ve seen a lot of custom games being played with 2/3/4 people and it’s not very fun trying to interact with less than 6 players in all that open space. So now the field automatically shrinks to smaller sizes for anything less than 6 players.
Closed borders. Borders will no longer be open in the new game mode since with all the changes to the game-play having open borders felt too chaotic it simply no longer fit the playstyle. Not to mention that open borders would look odd for any of the smaller field sizes in custom games.
No more laser walls. With the new game style, players are more than motivated to want to interact with each other as much as possible. Therefore laser walls simply have no more purpose after the update.
Curve gaps. Gaps in the curves are significantly smaller and they now have random intervals, for some extra spice to the gameplay.
The game will last for up to 10 rounds max. How many rounds you play a game will be determined by who reaches a certain number of points first (a goal). This also reinforces the motivation to go for the player with the most points, since that way you can keep the game from ending and get more time to come back. You can see who is close to reaching the goal in the new in-between rounds scoreboard.
The amount of points you get from attacking someone is now a percentage (previously it was a flat value). That means that you will get more points when you attack the person with the most points and substantially lower amount of points from someone with fewer points. This gives players an opportunity to come back regardless of how far behind they are. This will offer grandmasters a nice challenge and a better opportunity for them to show their skills.
You start the match with 10 points and you are given 10 survival points for every other ship that dies before you. This way survival is still important and valuable, especially in the first few rounds where players are yet to accumulate a substantial amount of points.
Modules will no longer need energy to be activated. After you use a module, it goes on cooldown. You can see the modules charging below your ship and once they are fully charged, they activate and can be used again. With this change, we are able to remove the energy from the field and let players focus more on pathfinding and interacting with each other. This way the game is more balanced, as previously some players might get lucky energy spawns and win the round just because of that, or use speed/speedy fever to collect all the energies before others.
In order to keep the game balanced, updating modules will only change how resistant you are to attacks as well as how many points you can steal from other players during the match. This way we can ensure a balanced game in every evenly matched game.
Fevers and mines
Fevers are now color coded so that you can tell which fevers are yours and which aren’t - your fevers will have the same color as the ship you play with. Same with mines.
Fevers will have an activation time when placed since now they can put some points in your intergalactic ship-pockets when an enemy picks them up. Also, the max throwing range for fevers has been significantly increased to better facilitate their role as traps.
Repulse fever will become deactivation fever (don’t quote me on the new name) which will make the player that picks it up unable to use their modules.
Stealth mine will become more like a normal mine that blends in better with the background.
Bullets are bigger, faster, (STRONGER!) and travel until they collide with a ship or the walls. The bullet art-style has also been adapted to better suit the rest of the visuals in the game.
Pheu, this was a long one! Thank you all for your attention and stay tuned for the playtest announcement (date, time and all that useful info). We are very excited about the new gameplay and we are looking forward to getting your feedback and thoughts on it. Together with your feedback, we can tie up any loose ends, wrap things up and push the update live for everyone to enjoy asap.