Game
Blood Moon Odyssey

5 years ago

The next dungeon is done, gameplay wise. None of the enemies have appropriate graphics though, so they look like goblins atm :D. I want to finish the 2nd town before releasing a new demo, so hopefully in december it'll be ready.




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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.

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.

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.

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.

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).

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).

Big update! The world has been expanded by over 50%, along with smarter AI, some enhanced graphics and more!

I made a decent looking snow effect by having two layers move at different (and slightly random) speeds. It's a bit hard to notice in the video, but it's there :)

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!

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