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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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!

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.

Version 0.10.0 is now live! An options menu has been added, allowing you to change controls, lower difficulty, enable viewport scaling and more. I've also made some improvements to certain skills and minor balancing/ 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.

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 :)

Forgot to post this on Halloween, but I made a teaser for the Black Temple, a spooky late-game dungeon.

A floating dungeon high up in the sky... wind themed, of course.

I had this planned many years ago, so it's exciting to finally design it.

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.

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?

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.