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development end in sight

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good evening, everyone. 

i've been spending the last 2 weeks grinding out all the characters' unique abilities (about 50 in total give or take one) and setting up level collision.

there have been a few more changes which I will list below:

- added a separate display to show the exact amount of damage each character takes from being hit

-battle clock has been removed, as it was no longer useful in the flow of gameplay

-added a button to automatically target a random enemy for basic attacks, so you can hit them faster.

-some overworld maps now contain small puzzles.

-safehouses in dungeon maps added. when in a safehouse, you will not be subject to random enemy encounters.

-placed interaction points in some dungeons, which will change dialouge based on who your current partner is.

-(bug-turned-feature) you cannot die in any overworld, including from status effects. however if you get into a battle with zero HP on both you and your partner, the game will immediately end. this game is an RPG, so I don't plan on putting in any continue system.

one last note, I don't plan on capping the levels on any character in order to add to any potential late-game shenanigans that may occur.

i'm leaving out many things about the enemies and the player abilities, as im trying my hardest to avoid feature creep...which im kind of failing at...but this is part of my life now heh...

I still cant give an exact launch date, but i would like to finish the game before the end of the year, which will put this project at an even 2-year development cycle


that's all I have for now, take care.


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