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after some physical therapy, Kael has finally loosened up his stiff back posture, and his attack has been pushed MUCH harder!
Elemental matchup chart v2.0. It's a lot more well organized, pretty consistent mechanically, has some interesting balance ideas, and a lot of them can even be backed up with lore. Excited to try these out in game, which is next!
YUGE milestones! the entire data-fed attack pipeline is in place! healthbars and floating combat text!
Great progress today. Knocked out a ton of the variants for different points in the story. The last main things to do are reverse engineer Henry's design, interpret my create-a-character as a sprite in my style, and... Kael. Ugh. We'll see about him... :P
Finally, finally, FINALLY getting to animating new Kael's attack! Here's the 3 hit combo! I love the secondary motion from the scarf :D
i've been having too much fun wasting time polishing the cosmetic appearance of my game's obsidian vault, adding banners and art all over the place. this week i updated several of the deities. the glowups from what they were before is crazy...
I have a scriptable object for each element as the attacker, with entries for other elements mapped to enum values for each multiplier. To keep things organized, instead of having a class for all spells, each family of spells will have its own.
Sept. 2025: Drew some mockups for in-game dialogue, and realized my portraits had a lot of room to grow, so they expanded from 64px to 112px squares, which is a staggering increase of fidelity and detail.
See Before+After ft. Ashlyn
just doin some concept art. waterfall jungle level in the second act of the game. I think I want to do as many of these as I can with every level in the game. it's just been sitting in my head for ages--'bout time I finally open the can and pour it out!











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