itch.io is community of indie game creators and players

Devlogs

Next Steps.

Masks of Madness
A browser game made in HTML5

So, the game is getting a great reception and a lot of attention outside the Jam!

Much more than I expected for a jam entry, honestly. Because of that, I’ve decided to keep developing it once the jam ends. Here are some of the ideas I plan to add:

More balanced numbers

Right now, the game runs on “very easy mode.” The stats were tuned so participants of the Godot Wild Jam could finish it in under 15 minutes (since they have to play and rate many other games). I wanted everyone to reach the ending before giving up.

However, since it’s an incremental game, the progression should take longer,  ideally around 40-45 minutes. Some games in this genre take hours, but I don’t want to just inflate numbers to slow players down. I want progression to feel meaningful and rewarding.

Save system

Pretty straightforward: if you need to leave, you can return later and continue playing. The game will autosave every few seconds. I’ve already implemented a save system in other projects, so it’s just a matter of adapting it here.

Achievements

I didn’t have time to add achievements for the jam, but I really want to include them. They make player decisions feel more meaningful and help reveal the full scope of the game, showing what’s left to discover (“Unlock Ending II,” “Unlock Ending III,” etc.).

They also make the experience more satisfying overall. I already have an achievement system from another project that I can reuse.

Multiple endings

Depending on your choices or prestige level, I plan to add at least three different endings. These might involve summoning different entities, or perhaps summoning The Sleeper but with different outcomes.

Prestige system

Like any good incremental game, it needs a prestige mechanic for replayability. Once players reach the end, they’ll unlock a prestige option with two main purposes:

-Provide permanent boosts (e.g. faster prayers, chants, or sacrifices).

-Unlock new ending cinematics.

This way, replaying the game feels rewarding, not like pointless grinding.

Leaderboard

I want to add time-based leaderboards for speedruns, ranking how quickly players reach the ending on each prestige level.

Improved art

I’m satisfied with the current look (all art was made by me), but some assets were rushed due to time constraints. Since I’m more of a programmer than an artist, I’ll probably redo some of them or hire an artist to help me. Either way, I want the visuals to feel more polished and consistent.

Improved audio

I plan to add more prayers and chants. I also want to improve the chants, make them more melodic, and add gender variety for the followers (male and female voices).

Follower personality traits

For this jam, I was really close to adding follower names and ages (e.g., “Name: Sarah, Age: 26” or “Name:Mike, Age:31”), so you could grow attached to them or feel regret if they were sacrificed.

I still want to give them personality by adding traits like:

-Lazy: +10% cooldown

-Fervent: −10% cooldown

Players could influence these traits through prestige, improving positives, reducing negatives, or changing the likelihood of getting certain ones.

Detailed stats

I’d like to add a general stats screen showing totals like number of prayers, chants, followers recruited, total run time, and more.

Mobile support

I really want to bring the game to mobile. I’ve already received requests, apparently right now it freezes on the title screen. It’s not mobile-ready yet, itch even warns players about it when the page loads, but since many players use mobile devices, I want them to enjoy it too.

These are the main ideas I want to explore once the jam ends.

It’s been an intense nine days, but I truly believe in this project. With more time and care, I think I can turn it into a polished, engaging, and memorable experience.

Leave a comment