Next up
in case you need the controls layout until we're able to update it. gameplay hint; don't underestimate how useful a well timed dodge roll can be 😉.
if you're interested in learning a bit more about us, we were featured in the february issue of Indie Gamer Magazine. he did an amazing spread for us amd some other awesome looking indie games, check it out!
Plus weapons. loooooots of weapons. 1H and 2H variants, each with different attack speeds, stamina costs, damage (ofc) and ranges. as you level up with each weapon type you'll get a little faster and hit a little harder.
WIP of the intro cinematic. Still very rough draft... but now we'll be able to add cutscenes and dialogue, to actually let the player communicate with the townsfolk and learn the story.
Exciting :D
Reworked some of the farming systems to help a bit with more accurate placement. so now the player can walk when they're tending the garden and the hit locator will change colors depending on if it hits something else or not.
still chugging along on the update, things are coming together pretty well 😁 hopefully we should have something playable out before too much longer.
Always start to feel like an official project once main menus and sfx are in lol
digging the title screen, and the music helps make it feel like a real game lol.
what do you think?
The deeper you go, the darker it gets...
took all day but it's all in now. every level gives one point in every stat, and your playstyle will affect your characters stats as well. swinging a sword increases strength, hitting enemies increases sword ability, etc.
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