Game
The Legend of Hilda: Dimensions' Call

6 months ago

A floating dungeon high up in the sky... wind themed, of course.

I had this planned many years ago, so it's exciting to finally design it.




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Happy Zelda month! Here's a short preview of the Shrink spell! As you can see, it's not very well suited for combat...

I tried redrawing the warrior class (new sprite is on the left). What do you think, should I use this new style for the rest of the classes/ humanoid sprites?

Version 1.4.0 adds a dye shop, new rings, bottled fairies and as usual some minor improvements and bugfixes. Enjoy!

I've redesigned some of the early game enemies, which means the game no longer has "borrowed" graphical assets. I'll release a demo with these changes and more next week.

Hookshot time! This took many hours to get right, but I think it'll make for some fun level design despite its simplicity!

On that note, the 5th dungeon is almost finished, I just have to add a boss at the end. Thanks for watching/ reading, more to come!

After many monotonous & tedious hours, I've converted the game to 60 fps! This version (1.7.0) also includes some minor physics improvements and bugfixes. Enjoy!

Good news: I recently discovered a project called GM8.2 Core that fixes a lot of issues with old Game Maker, which my games are based on. This means that I'm finally able to add gamepad support(!), along with other neat stuff.

Dungeon 5 is now completely finished! I'm about 25% done with the 2nd part of the game, so I'm slowly but surely making progress :D

It's time to finish what I started.

I'll be posting short updates on the project here and on my YouTube channel. However, I am also working on a strategy RPG concurrently (Blood Moon Odyssey), so expect progress to be slow.

0.8.0 update adds a new passive for paladins and wanderers: Versatility. This makes hybrid builds more useful without affecting "pure" builds much. This might be the last update in quite a while, but I'll keep posting devlogs as usual.