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Dialogue is in, with conditional checks and branching options as well, its feeling more like a game already
random post, but this is where 85% of the game was built lol. my sister is selling it and it'll be gone tomorrow, but i wanted to document and share. a little 'behind the scenes' type thing lol.
still chugging along on the update, things are coming together pretty well 😁 hopefully we should have something playable out before too much longer.
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.
New demo is live, and there's some pretty significant changes including an intro cutscene, people to talk to, full save system and gamepad support (excluding for the title screen... gotta click that with the mouse) but yea, let us know what you think :D
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 😉.
Tweaking the combat a bit so it feels less hectic and more controlled/Tactical-ish. More options to create and close distance as well as the beginning stages of the magic system... magic will be used for combat, exploration, and even farming.
digging the title screen, and the music helps make it feel like a real game lol.
what do you think?
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.
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!
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