Game
Blood Moon Odyssey
5 years ago

So far, I've added most of the worldmap for the next area, including enemy encounters. The next town is semi-finished, and the next main dungeon is about 25% done. I'm also working on runes, which will enhance equipment for further customization.




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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).

Since Legend of Hilda got a much-needed QoL update I figured it's only fair to do the same for this game. The update's not quite done yet, but it will feature an extended options menu and some combat improvements. It'll hopefully be ready next week.

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?

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.

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!

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.

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.

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).

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.