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I actually planned to put more of an indicator to starting screen and some more stuff like the slightly moving the player on tight spaces like that door but last two months were a bit of a no time left for the gamedev. Also I thought it was same with the last demo day so people would know from the streams maybe, but definitely will change it because you’re not the only one who said that about the door and starting menu.

With the tutorials I want people to start knowing enough and then hopefully  it should be seamless to navigate around items and spells. Overworld monsters usually don’t have a point rather than being a nuisance right now, unlike dungeon ones where the doors are locked until you clean the room, and there’s a spawning maximum amount but it’s not balanced at all right now although I could reduce the numbers in future demoday. 

With the spells and items the same page ones will be able to combine with upgrades, so you can dash through the star spell or burn the acorn and it’ll have another thing after that combination. Similarly with summoning circle you’ll recruit  some creatures and more circles will appear for you to summon them, and the crystal item will do different things depending on active familiar so it’s like 4 more items on its own except works limited time with the active summons. Hopefully I’ll show that the next demoday and thank you for playing through the end, your opinions were very helpful weather you like zelda or not, and hope it was fun enough to go through both bosses.