Posted April 06, 2022 by Uncultured Games
It's been a while! My last devlog was published 143 days ago, but let that not fool you: I've been working hard to get Whispers in the Moss released as soon as possible. After taking a two-month break from gamedev, I've been back since early February, adding lots of new maps and content and spicing up the gameplay in various ways. Here's a rundown of what's new. If you're interested in more regular updates, consider following me on Twitter (@UnculturedGames).
After Ulgum, Greenmoon, Ruegrove and Mount Erelis, our party enters the last main area in the game: the outskirts of Armand, followed by the grand capital city itself. It's getting increasingly difficult to present the new areas without giving away too much spoilers, but I'll do my best. Armand is surrounded by old orchards, now largely overwhelmed by fiends. Our party enters the orchards during a night with a fierce thunderstorm, so it's best to stay on the road.
After some events, our party finds themselves locked up in the Armand Prison. The prison sequence is short, but has lots of content and even some mini-puzzles. I wanted the prison to seem huge and dystopian, and I think the parallax effect gives it a nice sense of space.
The icing on the cake that I've been working on, however, is the city of Armand itself. Lore-wise and artistically, it's a clear deviation from the earlier, more traditional fantasy locations of the game, and might require me to go back and work on some stuff just to make it fit inside the game's universe better. Armand is a depraved technology-rich city, home to neon lights and 24/7 markets, and is inspired by cyberpunk and places like FF7's Midgard. The heart of the city is the Rollotron (thanks to our friend Adel Faure for coming up with this great name!), an autonomous transportation machine, that you will have to ride in order to access the various districts of the town. I'm about half-way finished with the city's design.
Since the last devlog, I've created around 15 new monsters. I've also taken lots of time to spice up the battle system in various ways:
That's not all, I've also created the in-game world map, added an optional custom color palette for all the CGA haters out there and even tried to compose some of the first tunes for the game. I play a couple of instruments and have composed music before, but I have to admit I'm a bit rusty in that regards, so we'll see.
The city of Armand with its design, all of its gameplay elements and side-quest content should keep me occupied for a good while. After that, we're really starting to approach the ending of the game, but several dungeon-type areas will still have to be created, and of course there's a massive backlog of little things that are unfinished. I might also take a moment to join a game jam this spring because I have really cool game idea that I want to prototype.
See you next time!
PS. Check out and download my Lost Cartridge Jam entry Denis McCrane's Ski Jumping Challenge from last year! It was disqualified because I ignored the rules, but who the hell cares! :D)