Game
Blood Moon Odyssey
4 years ago

Patch 0.1.1 mainly improves the textboxes and overhauls the weapon graphics (in battle). Next patch might be a content patch, so it'll be a while before it's ready. Thanks for all the follows and likes by the way!




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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 :)

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.

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.

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'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.

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.

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

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!

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?