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Story is progressing slowly, but surely. Previous main update added two story cutscenes and I want to finish the first story dungeon before the end of november. That's just one path though. Your goal for act 1 is to meet Mr. White. Going with the generals is one way, focused on combat characters. Non-combat oriented characters will be able to get a job in one of the three settlements and get clues to his hideout that way. 

Sprites for enemies are placeholders. Kobolds in this game are pretty much small humanoids with animal characteristics, so there will be lizard kobolds, rat kobolds, frog kobolds and so on. I will be redoing all of the sprites for all enemies at some point. Also, there is a reason why those kobolds in the cave are insane.

Same goes for the weapons. Some use duplicate sprites, but that is only temporary. Entire graphical side of the game can be considered to be placeholders.

Ooh! Now that we're on the topic of kobolds, maybe we could add some consequence to genociding  liberating the Kobold cave. I took out the whole of the garrison there but there's still a bunch of kobolds running amok and just respawn after I blast them all down. Although removing them after you take out the game is dumb since you can grind easy exp with them, maybe there could be a cutscene where some kobolds who survived show up and declare the player to be their mortal enemy.  

I have plans for the kobold cave and the kobold faction as a whole. Kobolds wandering outside and attacking you are from different tribe. That's why they are so aggresive and why clearing the cave doesn't really affect them.