![]() But Nijman’s note pushed the idea to the fore, and so the team tried it out. “It was something that we had toyed around with, at least in the periphery of our design minds, but didn’t think about too hard,” admits Alx Preston, Heart Machine’s founder. Among the feedback they found Vlambeer’s Jan Willem Nijman coming back with a set of excellent critical notes that included a suggestion that perhaps ammo could recharge when you hit stuff instead. It was a typical design, entirely functional, and it was included in a preview build that the team sent out in late 2014 to developer friends and playtesters. Originally, ammo was dropped by enemies and from crates found dotted around the world, and that was largely fine. Its place in Hyper Light Drifter’s arsenal is down to single and subtle design feature that keeps its relationship with the sword close and maintains a sense of its shots feeling both valuable and always available: The dash gets you into and out of scrapes in a moment, and the sword, with a wide slash that almost encompasses 180 degrees, is your trusty mainstay.Īnd the gun… Being slow to fire, with limited shots and requiring careful aim, it might not seem it at first, but the gun is your most powerful asset. Whether you favour a slash-slash-shoot, a dash-slash-slash-dash, or any other combination thereof, combat is built on a holy trio of sword, gun and a dash move. Hyper Light Drifter is a game about exploring mysterious ruins and killing the monsters that inhabit them with ferocity and precision. This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. ![]()
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