The New Meta


This update redesigns alot of the core metagame around Second Sight Survivor. 

The old design focused on deck building and replaying in quick mode to unlock new items/characters/stages. The issue is that across nearly all playtests the deckbuilder aspects went unnoticed. Players didn't buy decks of cards; they didn't understand how to build a deck, and even when they did... built one deck and stuck with it (Myself included). The feature added complexity without adding value to the average player.

The redesign instead takes pages from incremental games such as Cookie Clicker or Idle Slayer. It begins extremely simple but will continue to add new features as you play. The card system has been replaced with "Equipment," which still forms an upgrade deck but builds it automatically based on your loadout.

When you begin, you only have access to the Story Mission. Complete that to access the "Hacking" menu where you can start unlocking new features.

Chapter One is where you play the Story Mode and Quick Missions to earn money and data. During this mode, you will not be able to customize your character, but it will give you a taste of different weapons and load-outs. At the end of Chapter One, you will hack an "Avatar", a genetically engineered body you can take into the world yourself.

Chapter Two is where you have a character to build and customize. In addition, you start to meet "Contacts"... individuals who exist to give you work or supplies. You can now do jobs for these characters allowing you build a relationship giving you access to better gear and introductions to more people.p

This is the end of the existing build.

Chapter Three's plan will be to introduce the "Reincarnation/Ascension" mechanic from incremental games. You can spend your money and resources to genetically engineer a new body with improved base stats and advantages. This new body will enable you to progress faster and go farther in the world.

The next week will probably be a "Cleanup" week, and I'd like to return to the drawing board with some of the development tools. Between the contact creation and the level design, adding content is an unnecessarily messy process. I'd rather give myself the weekend to clear my head and approach this with a clear mind. 

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