Game
Blood Moon Odyssey

3 years ago

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).




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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.

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.

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

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Next version will release later this month, which will expand the game's content significantly. It will also include a NG+ mode, which adds some randomization to encounters and equipment. Until then, here's a mushroom.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

New demo v0.9 adds gamepad support, among other things! This village, which has been unavailable since the first release, is now also explorable.

The world map's layout is now 100% done! Besides that I'm working on a new update that'll add more options to the game like rebinding keys.

Our first post is a gif because we are BRAVE It's not moving in the preview but here we goooooo

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.