Game
Blood Moon Odyssey

5 years ago

Happy new year, everyone! 2020 was rough, so hopefully the next year will be a lot better. Apologies for not getting out the next Blood Moon demo before january, it just needs a few more days before it's ready. See you soon!




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New patch 1.9.0 includes an options menu allowing you to change controls, lower the difficulty and more! I've also added enemy healthbars, an extra keybind, improvements to controls and other minor fixes.

I redrew the main character (totally not Link)! Apparently, I drew the old sprite around 2009, so it was definitely time to update his looks.

This demon within a coffin is an optional late game boss. He'd be pretty mundane if it wasn't for one thing... he has a special skill that gives him two consecutive turns! How cheap!

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.

New version (0.7.0) adds a lot of small improvements, most notably elemental resistances and being able to see all units' HP when attacking/ using skills. Some skills have also been rebalanced (RIP Flurry).

I've added new enemies to dungeons 6 and 7, so they're now 100% done besides some polishing and bg graphics. This enemy is based on a well-known franchise, can you guess which one?

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!

Hey GJ! In my lengthy absence, I've made 3 new dungeons! The one shown here is water themed, and emphasizes puzzles over combat (don't worry, it's not Water Temple). The boss battle at the end is all action though (as far as SRPGs go).

Version 0.10.0 is now live! An options menu has been added, allowing you to change controls, lower difficulty, enable viewport scaling and more. I've also made some improvements to certain skills and minor balancing/ bugfixes. Enjoy!

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.