Devlog #42: Post-Mother Direct


Been a while, but I’m back and forcing myself to write this now to try and get back into the groove even though I’m really not feeling it lately. We had our family dog put down, and it’s sucked what little joy I found in life out of me, so I’ve hardly got anything done for the last few weeks. Time heals all wounds, but I'm worried how long I'm gonna be like this so I'm gonna try and push through it.

Anyway, with that out of the way, I do have a few things to talk about. Most importantly, the results of my trailer being in the mother direct! The big gap after the last devlog might have seemed ominous, but it actually went really well. I got a huge boost of wishlists and nothing but positive reception.

The only problem was that they used the first trailer I submitted instead of the newest one. It’s pretty much the same so I’m not too sad about it, but I was mostly bummed for my sound guy who worked so hard on the SFX for them not to be included in the direct. I’ve got the final trailer up on steam and my youtube now>>>

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Next steps

Now I can return to making the game! I’ve been waiting for so long to get back to working on the game itself without any immediate deadlines, and although I’m not feeling that spark right now, hopefully it’ll come back to me soon.

The next deadline I may have to worry about is a demo for the Steam NextFest in October (or at this rate, I may push it to the Feb one). I’ve gone back and rewritten the intro to the game for what feels like the billionth time, but after that the demo is basically ready to go with a bit more polish.

Demo stuff can wait though, because for now I’m going to keep working on the final area of the game. I’ve finished the designs for the final boss mechanics and attack patterns, and sketched out the map layout on paper, so now it’s just getting it in game.

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Status effects

I’ve started adding all the status effects and their combinations, because I’ll need them for the final boss and I’ve been putting off adding them all for a while because I expect there’ll be a lot of bugs. I've simplified the system since last time I wrote about it but I'll wait until they're all in game to show them off here.


I redid the visuals still looking like it’s drawn with crayon, but a bit more polished. Probably not the final version still, but I think I'll stick with the simple look.

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To do this week

-Add all Status effects
-Add all final area rooms w/ placeholder graphics
-Finalise redone intro cutscene

I doubt even this small list will get done, but I'm gonna give it a go. If I have nothing to show by next week I'll find something else to write about.

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Thanks for reading

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