Game
Blood Moon Odyssey
5 years ago

So far, I've added most of the worldmap for the next area, including enemy encounters. The next town is semi-finished, and the next main dungeon is about 25% done. I'm also working on runes, which will enhance equipment for further customization.




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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.

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.

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.

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 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?

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.

Version 1.6.0 is now live, adding gamepad support and other QoL improvements, including... slopes!

I actually ran into a ton of bugs implementing all this, but it was well worth it.

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).

New enemy: Siren Not only are they good swimmers, they can also charm your party members which can turn the tide against you (no pun intended).

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.