I don’t want to spoil a lot by saying we’re not going to publish anything because, well, we’re not going to, because there’s nothing you can do about it. We want to keep a few things in our heads for when the time comes.
The most interesting part about this is that it’s not a game. The developers have said this is not a game, but a game you can play online. This should not be a big surprise after the amazing success of the other two games we’ve seen from these developers. However, we could not possibly think that they would be able to pull this off without some sort of incentive.
As for the next issue, there is no such thing as a hard limit on the number of hard-climbing characters you can be able to create. It is like trying to write something in two seconds, but not quite. The developers have said this is not possible, but some people are trying to write a game for it, but I don’t think it needs to be a hard limit. The game will take a few hours to play, but you can’t actually do anything.
To be honest, the concept of a hard limit is a bit out of the realm of possibility so there are a couple things you can do to make it a little bit easier. You can add a target number of characters to your inventory and then create a new character. You can then play the game, and it will get a little harder to figure out what characters are doing.
What about the idea of the game as a whole? We’ve already said we’re trying to make some sort of game, so it’s not like we get too many hints every time. On the other hand, there are lots of people on the board who are still trying to figure out how to play the game with their own characters or with a random character. That’s a pretty big deal.
As a result, the game is still going to be a little bit confusing. The game is not finished, so there’s a lot of work to do, but we’re trying to make it a little more manageable for people.
How can we even suggest something new? As a rule of thumb, if you’re playing Deathloop, it’s going to be a pretty small game, so this was a pretty common tactic we’ve had to do a lot of. So we’re going to be doing a lot of it (at least for the next few weeks).
At the risk of sounding a little paranoid, I’m not gonna lie. If we don’t have some real-world examples of how a game like this works, we’re gonna be stuck for a couple days.
This is exactly the problem with writing press releases. It’s a little like writing a press release for a sports team you actually care about. Its very easy to think “I just wrote this so we can sell more games,” but you really don’t know if your press release is really going to convince anyone to buy any of the games you’re selling.
Im not saying its impossible to sell. However, the best method of sales is to have a solid, well-rounded, complete product that is unique. The best way to do this is to have a well-rounded, well-produced product that stands on its own and does everything it says it will. It isnt a marketing gimmick, it is a simple formula.