Main quest and hub worlds were added, basically going on a whole 180 for the content they planned and all the concept "screenshots" they had. >Second iteration: it's totally metroid gaiz Ultimately, the furniture had the problem of it being more decorative and less interactive.
Humble bundle starbound series#
Weapons were designed too much with "balance" in mind, as a result, they're weak all around.Įnemies were proceedurally generated, but consisted mostly of "charge at you ground enemy, flying death creature, and shooty-bullets creature"īosses were open-world-based and were fully capable of destroying the terrain.Įxpansive series of logs and neat little furniture was the source of lore. neat in concept, but in practicality, unnessecary. but it was quickly removed.įor each tier of armor, there was another tier of universe you could visit that unlocks after you defeat a boss. It felt neat at the time, I liked it then. Stats were a hilarious mess, there was an armor-piercing stat which basically factored in 90% of your damage, you didn't have armor piercing, you couldn't kill shit. Only the poptop made it into the game officially. A cartoon-moon that is actually a blobby snail-like eldritch thing, and some kind of monochrome-ferret-looking digital monster. A floating slime-monster that causes effects to you if it attaches to your head. The winners of that contest (as evidenced by a drawing by the "official artist") were the famous poptop. They had to find someone else, either way.Ĭhuckelfish did a contest to include enemies for Starbound. And he left sometime, I can't remember if it was mid-beta or after beta.
The reality for that, is that Tiy and most of the devs are artfags or literal idea guys. I didn't put in any more than what a single copy of the game was worth. We were crowdfunding a game, the it turns out we were crowdfunding a publisher, as chucklefish had asked for more support despite getting $20mil USD.
Betafag here I can give you a summary of what basically happened with starbound: