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That’s day 4, then!

My main goal today was to sort out the magic casting system so “locks” (fallen logs) could be “opened” (destroyed). In yesterday’s build it was possible to softlock at the top of the wind turbine because you weren’t able to destroy the logs blocking the only exit; and now, at the top of the wind turbine is an “air” charm you can pick up.

Both the spell casting and disintegration effects use particles, and there’s an informational screen when you pick up the charm to let you know how to use it, and the blades rotate when the blockage is removed.

It doesn’t feel like a lot, and the map isn’t much more colourful than yesterday, but hopefully the next set of charms and locks will be much quicker! Hopefully!

Tomorrow, I think I’ll crack on with a bit more of the lighthouse, or maybe the waterhouse. Hmm… there’s a lot left to do in 10 days…