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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!
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!
New demo v0.9 adds gamepad support, among other things! This village, which has been unavailable since the first release, is now also explorable.
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 :)
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?
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.
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.
Forgot to post this on Halloween, but I made a teaser for the Black Temple, a spooky late-game dungeon.
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.
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!











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