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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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'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.

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.

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.

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

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!

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 redrew the main character (totally not Link)! Apparently, I drew the old sprite around 2009, so it was definitely time to update his looks.

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.