Game
Blood Moon Odyssey

5 years ago

The next dungeon is done, gameplay wise. None of the enemies have appropriate graphics though, so they look like goblins atm :D. I want to finish the 2nd town before releasing a new demo, so hopefully in december it'll be ready.




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Good news: I recently discovered a project called GM8.2 Core that fixes a lot of issues with old Game Maker, which my games are based on. This means that I'm finally able to add gamepad support(!), along with other neat stuff.

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 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 :)

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!

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.

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.

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).

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.

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?