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(+2)

Update: Today I produced a title screen and finalized how the ability score generation will work. Character classes and genders can be chosen. Most of the player character sprites I got from here, but I had to make some edits to include a nonbinary sprite for each class. I've also got a first pass at the core mechanic: When the player is prompted to choose an action, the game generates a number between 1 and 20 and compares it to the ability score or skill score used. If the result is lower than the score, they succeed; either way, the game will tell them what happens to their character. These prompts only occur at a few pre-scripted events (interacting with a monster, being offered the option to jump across a chasm, etc.).

Next steps: Creating a menu system in GB Studio is a headache, as I've learned from building the character creation screens. I have to make a few more of these for the pause menus, where the player can view their skills, equipment, and treasure collected. You can see an early version of the skills menu in the video; still some bugs to fix. After that, I have a small dungeon to map out and stock with monsters and traps. I'm also thinking about how I might contrive the "heal" theme into the game, beyond the cleric class (which likely won't even be fully implemented by the end of the jam).