A 2D dungeon-style roguelite in the making. Clear paths of enemies, unlock perks, and find secrets while you traverse a dark forest to reach the end!
mainly practice for campfire :D
- ENGINE: GODOT
- SOUNDS: ULTRABOX
- VISUALS: KRITA
A 2D dungeon-style roguelite in the making. Clear paths of enemies, unlock perks, and find secrets while you traverse a dark forest to reach the end!
mainly practice for campfire :D
-added a secret debug menu filled with several cheats, challenges, and game settings
-added julien mode
-added Hellen Keller mode
-added cheats for invincibility, extra perk coins, and extra heart drops
-added custom score, enemy speed, and player speed modifiers
-added a red pulsing screen effect when getting hit
-added tweenimations to the settings screen
-minor bug fix with player death particles
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-completely rewrote half of the game’s code, cutting off as many instances of _process() functions and _physicsprocess() functions
-made all enemies only render their scripts and animations when on screen
-reworked the camera shift trigger when you enter the perk checkpoint
-fixed a resolution and viewport bug on the itch.io demo
-added a bar above the protagonist’s head that displays their attack cooldown
-added a unique menu screen after beating the game
-Added hell.
-added a second Normal level variant with different mob and drop positions
-adjusted the attack animation to match the actual window the protagonist attacks in (lasts for 0.15 seconds, attacks for 0.15 seconds)
-fixed a camera bug when starting the level
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-added the ending to the level, a long bridge with the gates to victory
-new tileset additions
-added numerous major aesthetic changes
-added the sleepy Loser enemy, a stationary pest
-added subdungeon rooms filled with clusters of enemies
-reworked bat AI to have exclusive “dungeon aggros”
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-condensed perk menu into perk coins
-protagonist now has 5 perk slots, capped
-minor perk rebalancing
-minor audio fixes
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-added 6 perks to spice up character playstyle. accessed at a “perk checkpoint.” halfway point in Normal mode.
-gave the protagonist a “perk slot,” visible in the top right corner. an icon for any perks equipped.
-minor visual changes
-added a “return to menu” button in-game
-added an aesthetic background footage effect to the main menu
-minor audio changes
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-created a settings menu
-main menu now has a theme playing
-added a fade to the play button
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-complete aggro mechanic overhaul
-being hit now has a visual effect
-killing enemies now has a visual effect
-fixed the heart system to show all 3 hearts downed upon death
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-added health mechanic to the combat system
-aesthetic death sequence: death and hurt sfx, respawn cooldown, and a “blood” visual effect
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-HUGE aesthetic and sfx overhaul
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-finalized the first mobile enemy: the bat
-added an aggro mechanic to the combat system
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-coded in a basic flying enemy with a placeholder slime image
-coded in a basic combat system between the protagonist and a “flying”enemy
-implemented protagonist
-coded a movement system and slash attack for the protagonist
-finished the tilemap for Level 1, a dark grassy setting
-continuing to brainstorm enemy ideas
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