Posted March 28, 2025 by BigFridge Studios
#Dev Blog
Hello! Welcome to another dev blog post for my game Spell Crawler where I will go over most of what I've worked on this past month. If this is your first time stumbling across this game, Spell Crawler is a top-down RPG set in a post-apocalyptic setting featuring procedurally generated dungeons and turn-based combat. Things are still early into development, but we are steadily approaching a playable demo with how things are going so far!
So what's new this time around?
I spent some time in Aseprite this month designing a new tile set and various animations and from that created a second level, this time in a lovely outdoor setting. It isn't the most pretty thing yet, but I like the progress I've made on it so far! With this I've also been working on some turn-based mechanics for dungeons that enable more interaction between the player and the environment.
I figured that the interactive image for a home base wasn't that fun so I redrew the RV (aka the Spell Crawler) for a 3rd time and made an area that you can actually walk around in! There will probably be areas like this that I make in the future as well that are outside of the dungeon that the player can explore.
One of the things I realized about equipment in my previous iteration was that it wasn't fun. New drops were essentially the same thing, but with higher numbers and there wasn't a sense that getting this gear had an impact on gameplay besides killing enemies easier. So I did away with the old system of gear stat attributes and instead pivoted to creating equipment that more so interacts with things and encourages different play styles. Now not everything can be some super advanced item that does 3 different things, some gear might provide synergies with using certain spells, but my design ideology is the items enable the players to have more interaction and choices.
(The 3mb gif upload limit has me recording at less than optimal specs)
I completed a lot of other stuff that I don't think really warrants its own category, but is still work mentioning! I wrote a list of things I want implemented before I could release a demo and have steadily been crossing things out. So here is a list of things that I worked on:
As with every month, I usually have my next big idea that serves as the cornerstone for that month's work. This month it was a new level and main menu animation. Next up I want to spend a good chunk of time doing world, story and character building that I have been neglecting. I'm tired of my default player sprite and I want to be able to start writing dialogues and such. This also means that going forward I will be a bit more selective of what and when I release for dev updates! I don't want to spoil every feature so updates might have more time between. With this month's work though a playable demo is close at hand and that is my biggest goal at the moment. Thanks for reading and stay tuned for future updates!
- BigFridge (Josh)