
The Blood of Dawnwalker Developers Feared Player Reaction and Changed Time Mechanics
The Blood of Dawnwalker received softened time mechanics: developers changed the system after concerns about player reaction to overly strict limitations.
Initially, 30 days and nights to save the main character's family required much more careful planning. Konrad Tomaszkiewicz said in an interview that after the game's presentation, the team noticed player concerns and decided to give them more room for error.
Of course! Initially, time was significantly more limited, and completing the game was harder, but after all this feedback even before release, we realized it could be a problem. So we balanced the system to give players some leeway and so they wouldn't have to fear it.
Traces of the original version remain in the prologue, where there is noticeably less time. In the main part of the game, time is spent primarily on quests and developing abilities, rather than on ordinary world exploration or random battles.

Developers also linked some improvements to the passage of time. During testing, players could ignore the plot, farm enemies, and go to the main antagonist Bransis on the very first day.
Comments