How I see a lot of people are interested, here's a sneak peek at the next update:
DevouringProjects
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Hello, we are looking (2D/3D Artists, Musicians) with knowledge of Bullet Hells (playing or developing them) who are eager to create something original and crazy! On my part, I want to take charge of programming in Unity and I am very excited to see how far we can go in a 10-day Jam since I have always participated in Jams of 6 days or less. speak to me i will respond, and I also speak Spanish
my Discord username: kenzurk / Kenzurk099
Here my works, more in my itch.io profile: https://lucasdanielsmm.github.io/DevouringProductions/
For all those interested and Lore fans, I inform you that the Playtest period has ended along with the Dungeon Crawler Jam. During this time, 15 players were able to try the game and some of them sent their great feedback. All bug reports and others are appreciated.
In the coming months, I will release the version “How it should have been” with all the feedback implemented: the complete playable loop, the main mechanic along with graphical improvements and bug fixes, as well as the large number of things that could not be implemented due to lack of time.
Below is a list of what to expect in the next playable version:
- Corridor walls or side intersections with contrast to see them from afar
- Different corridors, the grids without tiles will be used to create illusory walls with teasures
- Use the preview view to interact with objects in the scene
- Controls Tutorial and Combat tutorial
- The sperated main cinematic intro and a waifu
- Doors with key
- Open map (M)
- Make combat less confusing (add sound, effects, text, particles) and a victory condition (win objects, keys, or items)
- Immortal (IMPROVE defeat condition) (Christi is inmortal but he can be defeated and will use life essence for to heal life)
- Very fast movement (needs to be fast for the time) and buffering settings
- Light source on the map that moves through the grid and is not visible in the world, a curious ester egg with need to desarrollate
- Make use of mana and the other resources
- Change the attack animation so that it covers the entire screen regardless of resolution and add a white particle that collides with the enemy
- The boss area and level exit
- real-time stats screen and make the status bar
- Make it possible to open the door by clicking with left‑click mode activated
- Podras activar items del inventario con diversas utilidades, desde pan hasta vino!
Bugfixes:
- The minimap could no longer see my position on it and, depending on the camera rotation, sometimes it showed practically nothing. (BUG)
- Detection system broken and goes through walls, does not detect clicks (BUG)
- Dragons misalign from the grid (BUG)
- Cliping Textures and the collisions/grid of the grid do not match each other (BUG)
- Broken Visual attack and R (BUG)
- Default doors padlock, They appear to be blocked but they are not. (dissonance)
Thank you for your time and see you on the next odyssey <3
@DevouringProjects | Mail: devouringgproductions@gmail.com
I've watched your Gameplay, great feedback. I agree with everything except for the textures and the fact that the assets don't quite fit together. that was an artistic choice, and given what's planned, it could turn out reeally well.
The combat will be strategy-based with real-time animations (that’s why the grid shifts when you defeat an enemy) and randomness in selecting the attack type and enemy type, with sound effects, particles, and animations. The defeat condition is already implemented, that’s why you teleport when you run out of health, everything else just needs to be added. I hope I’ve cleared up some of your confusion about combat; the procedural generation still needs a lot of tweaking.
I'm going to keep working on this IP because I need a dark fantasy game in my life!






