Game
Blood Moon Odyssey
4 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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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?

Happy Zelda month! Here's a short preview of the Shrink spell! As you can see, it's not very well suited for combat...

Next version will release later this month, which will expand the game's content significantly. It will also include a NG+ mode, which adds some randomization to encounters and equipment. Until then, here's a mushroom.

Dungeon 5 is now completely finished! I'm about 25% done with the 2nd part of the game, so I'm slowly but surely making progress :D

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 :)

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.

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'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.

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.