Game
Carnage in Space: Crucible
4 years ago

The last cutscene for Chapter 4N is FINALLY, finally done. Man, that chapter took forever.

Anyway, my NEXT project is a little something I like to call Challenge Mode. Stay tuned for details - if you dare.




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Chapter 4 (K) is DONE! And about time too - that's my longest level to date.

With that, Phase 3 (of 3) Milestone 2 (of 4) is now done! The end of this 7+ year project is finally nearing completion, and I can't wait to share it with you all.

There's more!

Crimson doesn't know the meaning of overkill! Just how many attacks does he have at his disposal?

I'll give you a hint: More than this.

We haven't even seen his specials in play yet...

Chapter 6 (K) is DONE! Kodon's story is nearly at a close.

A lot of work has gone into the game in since my last post, but we're deep into SPOILER territory, so all you get is a single out-of-context screenshot.

I'm not sorry.

(So close to release! AAAH!)

Wait, there's MORE???

...

Oh yeah, there's more. Once you annoy Crimson enough, he starts busting out the specials. This one, Flechette Storm, is just one of those screen-engulfing special moves you'll have to contend with!

But even that isn't the end...

I updated the character select screen again!

I ditched the blurred overlay background for a stylish color-changing gradient, and added a spotlight to justify the players' shadows.

I also combined player & difficulty onto 1 screen for efficiency.

I've been retouching several things in the game that could use a little more love before release.

Among these is the nanotech system! You now get a flashy popup (with confetti and everything) when you unlock one, and the icons are also resigned.

Presented without comment.

HEEEEEE'S BAAAAAAAAAAAACK!!!!!!!!!!!!!!!!!

For those who don't know him, this is Crimson. Nightmare's darker side. The most powerful being in the setting.

If you want to fight him, you're going to have a very, very bad time.

Some new background elements in Chapter 4 (N). The sky's a little less barren now that there are more floating rocks off in the background.

These also use 3D depth for accurate scaling, parallax scrolling, and distance fog.

Oodles of options!

Accessibility aids aplenty!

I added some more settings lately to toggle distorted graphics, fine-tune the audio mixing, and other stuff. Hopefully this should make the game accessible to more kinds of players.