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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 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?
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've added new enemies to dungeons 6 and 7, so they're now 100% done besides some polishing and bg graphics. This enemy is based on a well-known franchise, can you guess which one?
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!
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 :)
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.
New version (0.7.0) adds a lot of small improvements, most notably elemental resistances and being able to see all units' HP when attacking/ using skills. Some skills have also been rebalanced (RIP Flurry).
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.
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).










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