Devlogs
Pre-Playtest Update #1
Hey folks, It's been quite a month.
I've added a new status effect, updated the mutation mechanic, added a new enemy encounter and added the art, moves, and behavioral AI for the 3 parts that comprise it. This was a rather tough implementation due to the fact the art was pretty complex, and instead of 2 sprite sets I had to do 3. that being said I build these sprites modularly, so I got a LOT of texture work done that I can re-use in future designs.
Slight Roadmap Update - Still gunning for a June Playtest, and an October Demo, but I learned that there’s a Steam Nextfest occurring in October as well, so I’ll be aiming to participate in that.
Finally, I can't begin to express just how happy I am to have everyone's support and interest.
I've been sharing the art and smaller updates on the discord, if you want to be a part of the process or get sneak previews of content throughout the month, join us here: https://discord.gg/gFfPxeCeQE
Changes/Updates:
Added new Status Effect: Spawn
- A move with the Spawn effect is able to target dead enemies
- Spawn will bring a dead target back to life with a designated % of HP
- Spawn works alongside healing effects, as well as damage effects if the order comes afterwards
- Spawn does not have any effect on living characters
Updated Mechanic: Mutation
- Mutations are how enemies in Siphonogore are "interactive" - high-threat moves have the ability to be disrupted, and it's up to you to prioritize and play around these telegraphed attacks. However, as time went on I had a desire to add more to this mechanic, not just leave it as "telegraphed attacks" but to make enemies harder or easier to be broken out of mutated states, to play with prioritization or allow enemies to have "phases" in a fight. I've since updated Mutation to be a specific trait for enemies, and will be playing around with this idea more as I make the next enemy.
Added Combat Encounter: The Manglerfish
Enemies: Allure, Manglerfish, Tailbone
You hear a voice, familiar, desperate - it calls for help from the darkness. The Manglerfish is a sedentary creature, a slow-burn, Trauma-focused hunter that is content with distracting prey as it bides time to attack, or heal itself to recover from the strain of repeatedly replenishing its lure. It’s up to you to break this comfortable cycle - pull it out of its rhythm and you’ll find the well-oiled machine is nothing more than a few fragile gears begging for a wrench.
Added new Enemy: Allure
- Role: Player Disruption, Sinew Tank
- Moves:
Baited Breath
- Move Type: Effect
- Target: Player
- Target Effect: Fixation: Moves that target enemies can only target Allure for 3 actions
Snag- Move Type: Trauma Attack
- Target: Player
Added new Enemy: Manglerfish
- Role: Support, Tank
- Moves:
Eyetillery
- Move Type: Trauma Attack
- Target: Player
Cast Away- Move Type: Effect
- Target: Specific Enemy - Allure
- Target Effect: Spawn: Spawn Allure with 100% HP
- Self Effect: Hemorrhage: Take 25 Damage
Submerge- Move Type: Effect
- Target: Self
- Self Effect: Abnormality: +25 Bone, +25 Sinew for 3 actions
- Self Effect: Mutated: Gain Mutated Status
Deep Rest- Move Type: Heal
- Target: Specific Enemy - Manglerfish or Tailbone
- Target Effect: Regeneration: +25 HP for 3 actions
- Self Effect: Lethargic: Increase Fatigue by 1
- Self Effect: Remission: Remove Mutated Status
Added new Enemy: Tailbone
- Role: Damage Dealer
- Moves:
Impale
- Move Type: Trauma Attack
- Target: Player
- Target Effect: Abnormality: -20 Bone for 2 actions
Thrash- Move Type: Trauma Attack
- Target: Player