Aside from audio, which is at zero precent right now, the core gameplay is complete. That means one can play the game from start to finish, with transition between enemy waves, and with a game over state. All that’s left is the addition of more power ups. Considering the already implemented “Magic Missile”, I’m thinking of adding a “Power Burst”, “Heal”, and “Restock”. Maybe it wouldn’t be so bad to release a playable demo now? You guys won’t mind the lack of audio, would you?
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The journey is almost complete! Check out this comparison images of the mobile version and the new and enhanced version for PC. #gamedev #screenshotsaturday
Gameplay footage of Eggo City. #gamedev #screenshotsaturday
Dug up these old concept arts. I will redraw these and add to the game. Players will be able to build structures to unlock features and upgrades. There's also a bit of farming and pet raising. What do you guys think?
Character concept art for Sharte. Her elemental affinity is Water, and wields a halberd as a weapon.
For this week's progress here's a gameplay of the So'leil fishing village map. #gnomemorewar #indiegame #gamedev #screenshotsaturday #retrogaming
Using Unity's Timeline tool, I added short cutscenes to tell the story of the game. I don't know why the music gets cut off though. This only happens when I use Unity Recorder but in actual it's fine. #gamedev #madewithunity #screenshotsaturday
Version 0.3.0 BETA is now available for download! This release is leaps and bound ahead from the previous one. I would love to hear your feedback so I can make the game better. Please read on for the complete features.
Speed Up tiles will boost any gnome that walks on it. It adds pressure to the player. Combined with the Shaman's HP boost ability the player will really need to up their game in order to overcome the wave. #gamedev #screenshotsaturday
Today's weekend showcase is a concept art of one of the levels: Eggo City. #screenshotsaturday #art #conceptart
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