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(+1)

So got the title screen done and placeholdered the rest of the game. next thing to do is actually flesh out level 1 with enemies and challenges and figure out how it all ties into the shop/abilities. That's the one big problem area is just the abilities ideas I have, like melee attacks or some kind of piercing round thing idk. 


The story is well... the least thought about but I'm going to wing a very anime rules sacred pact plot that uses the friends premise thing. Not exactly sure who's who in the scenario and the scene text in the devlog is mostly temporary, just figuring out how the beats would play out in a typical level. What's different is the text is happening during the gameplay so I have to time and wait out the text (right now it does it evenly regardless of length). Another thing I'm realizing is that I really want a jazzy art deco setting but art deco is slightly difficult to accomplish with a low poly quake level editor. It's not like brutalism where i can just throw in some cement cubes, there's a lot of fancy details the more i research the movement. So it might not come out as much as I'd like or I'll have to find clever ways to simplify the look.

There's a lot to cover with where I'm at and I can feel the time squeezing even though progress is pretty good all things concerned. The lack of enemy placement is what prevents the first game level from feeling complete, so my first priority is that and then reward/progression. The biggest wrinkle is probably the bosses... and the composer is cooking some bangers so hopefully they can live up to the audio spectacle.