Home Creators Posts Import Register Favorites Logout

Downloads

Content

Download from Mega: HERE

Download from Patreon BELOW:

Wow it's been a while, hasn’t? Over three months of hard work, and honestly the hard work paid off. This is THE largest, most intricate update I’ve ever put together! But to understand HOW.. It’s a little bit odd. I’ll go into the deets in the next section, but what the first year of developing and releasing this game taught me was very clear. Making games 100% manually is impossible. You NEED good, strong tools that speed the HECK out of your development. But in order to have good tools, you must have as a prerequisite good, flexible systems. These last three months I’ve been hard at work going through every part of the codebase and laying a foundation that will allow us to create a ton of interesting gameplay scenarios quickly!

Map System - Right now it's only about 80% finished, but when creating the world, with the tools, I can dynamically create the minimap with little to to work, so now the location of the player is clear at all times.

RPG System - I have actually fully implemented stats in the game, I’ll leave the deets for it later, but we are FINALLY at a point where your attacks and defense aren’t just some magical numbers, You have stats for your attacks, defense, stamina, movement, and everything else, all in a centralized system. Meaning it will be easy to upgrade and boost different stats while in combat!

Status Effects System - And not just damage over time, right now only “Burned” is in the game. But I’ve already gotten “Speed up/down”, “Attack Up/down”, “Defence Up/Down”, and a few others to work, and the UI for it is visible too and fully dynamic!

Sequence System- This one is TOTALLY invisible for you, but it's the movement engine/tooling I developed for the game. This makes it much easier for me to develop new attacks (and movement options) for the player, enemies and bosses.

Over the next update or two, I want to finish the last bit of the work I didn’t manage to get done here: Collectibles! You can’t have a metroidvania without tons of collectibles! Items, too, since I hope to have Luther be able to collect goodies as his team explores the world!

But that’s kind of the gravy on top, there’s a reason I spend too much time and effort on this quartet of systems. In my mind, these systems represent the absolute core of the game that I want to develop. The one missing element here is story.

Story has always been a key critical part of the game I want to make. An epic RPG NEEDS an epic story, after all. And with these systems now mostly done I can begin to unleash the full prowess of my humble writing abilities, beginning with the next update. You’ve been patient over the last year as I developed the core, and now your reward will be some epic story content to enjoy! Words are cheap, though, so I’ll just leave it there for now! But I do hope you’re excited for it!

Files

Comments

InkyTheBlue

This game is looking really good there. 👀

TinyClaws The Fae Dragon

If I had know there was actually a way to play test this I would've absolutely been here sooner, I can't wait to try it out later today!