Devlog: On Dread and Summer Ahead
A long due update with the help of moving images
Tomodachick, please write a post where I sum up two months of development. Use an overenthusiastic tone full of will-do attitude and make me sound like a hip, successful indie developer who isn't absolutely struggling coding and promoting the game at the same time.
TomodaChick: So, I should be the one making up for your lazyness?TomodaChick: I'm afraid no technology is advanced enough for that.
TomodaChick: Besides, nothing in the lore so far implies that I'm some form of synthetic sentient willing to do your biddings.
TomodachiPod: The game's lore is a bit confusing at the time being, to be fair.
TomodaChick: Said the character from an older game prototype set in a different timeline.
Some explanation is well due in the future! Meanwhile, let Developer focus on the task at hand.
Hey! Developer here. I've been silently building the game for the last two months.
So, without further ado, it's time to share what I have been working on so far!
Enemies (and Player Units) can now fall off the grid and die after receiving a knockback.
What kind of psycho would find satisfaction in throwing enemies off a cliff, I wonder?
The encounters now offer more variety, as the Knights trio must face more intense battles with Deities. These levels have unique mechanics and require a combination of clever positioning, a bit of puzzle logic and some preparation.
Preparation, as in, you buff up your characters eating Pastry in the Café!
In a previous version of the game, you could summon Deities on the Battlefield. That felt kinda clunky and slow. Instead, now you will be able to create a bond with a Deity and use a special move connected to them by simply pressing a UI button.
There are many other interesting bits:
The Map Editor sped up the workflow significantly, so there is much more content in the pipeline.
The system to unlock new Units is also locked in: expect to see some new face around and how their story intertwines with Edelweiss, Aliza and Violet.
Oh, and now Deities can also roam on the Overworld Map and chase your team, forcing you to a a fight.
Always love me a taste of that sweet, Lovecraftian existential dread.
Before I release this version, I will need to squash bugs, balance this whole thing and tackle many necessary chores. I'm racing against the start of Summer, when it usually becomes too hot to even think of doing anything even remotely connected to development.
What can you do meanwhile?
Perhaps some time under the sunlight?
You can try the WebGL demo to savour the game loop! Maybe leave some feedback?
Wishlist the game! Yes, yes, I know. Boring marketing stuff. But this helps the discoverability of the game and the project's survival.
Join konditorei's Discord Server
Thanks for the attention!