Spell preview + whats next

June 30, 2025

Earlier in the day, I posted this preview of some of the spells I worked on (I believed those "best times to post" hours and it died immediately).

But anyway! 6 spells are done unless I upgrade them visually, the other 2 spells I didnt show here are psychic wave and magic missile

magic missile is self explanitory, but psychic wave would push back enemies that get close to you! Thing is... I dont have pushable enemies or is it visually interesting right now

I think it may be wiser to make a devlog of the progress ive done so far, its been 3 months since the last one, and they're probably better off shorter so I can cater to smaller attention spans or whatever. idk truly the best moves to make but oh well!

Heres my future goals after this devlog

while I am limited to what I can contribute while im at my day job, I have been revising some old sprites to the newer model

newer model I say when its really just slightly bolder and joint circles, yea... Hopefully I can operate faster, ill manage

Progressing so far

June 25, 2025

Hey! ik its been almost a month worth. Sorry for not updating sooner, I did a birthday raffle at the end of may, which may have taken longer than it should've. but rn ive just been working on more of the spells and art ofc!

I admittedly have been feeling insecure about my progress, theres so many big indie games coming out with teams and the most vibrant colors. But I do need to keep reminding myself how im not doing this for money, as if I could compete with teams lol. Ik my art isnt the best, im behind 6 years of study to be proficient, but idk what else i would even do outside of a project like this, thats why i consider this a hobby I really want to avoid asking people for money in its production if possible...

Also figured out that, if i havent already said, is that shadows would be a good fix to why the assets look so flat. The game is 2d becuase I have never understood 3D, really should definitely fix that in the future

There will be an update and vid soon hopefully, i just have to pretty up the stuff i will display cause ik people are not going to be intrigued at placeholders

Thank you for giving this blog the time of day atleast, theres stil a ton of art to, even just regular art of lucina and the others i need to do for promoting what im doing. All i can hope is that Atleast for this year I can get the third sect of the game finally self reliant

AND ENEMIES, its not like i planned for a big game, but I wonder if i should've went the vampire survivors route. It wouldnt be as unique but idk if people would care about that. Not to be such a complainer but looking at normie gamer takes is so demoralizing

but after a small progress vid on the spells ill focus on animating lucina more and then the website revamp i keep talking about lol

Spells and changes

May 27, 2025

Hey I didn't forget about my blog lol

I wanted to wait abit until I got alot of things done to better showcase in a blog but its been QUITE WHILE.

Theres Leveling up And Spells and Spell Slots/ I need to eventually need to add a dummy enemy to test around with after I add in atleast 4 spells, currently im the 3rd one Telekinesis

If objects grabbable are not in range, Lucina would instead rip chunks out of the groun to throw at people. They are pretty big but also cause I think it'd be cool if it could also block ranged attacks from enemies. But right now I need to ironically start doing regular art again. Ive been doing asset only stuff for so long im kinda fatiguing and not everyone's gonna like the guy who only does his own ocs.

Unless he's already big idk, this is my only "marketing" and I havent made it there lol. But after the 4 spells and possibly some dummy enemies, its the pause I mentioned before where I gotta upgrade this site and clean up if possible.

Dialog changes & Sprites

Apr 28, 2025

Hey guys! its been quite the gap from the start of the month, but unironically it was entirely between my dayjob and making sprites for the game

Currently there are 13+ portraits Ive done for the time in between, most of them for Lucina, and small visual displays would go like this. But bigger scenarios that may be more complete for a regular dialog might need a new system

That'll be for later tho, I cant keep adding new things to pad time ;;

In other news, I did post it publicly and got some points to fiddle on by others, but did not forget what else I should be on simultaniously

I have something wip for leveling up/ recieving boons, its kinda similar to how most roguelites have theirs show up, but as I keep adding more stuff I really need top reserve time to check for memory leakages

Its gonna get REALLY difficult if I dont establish a cutoff point so for the future when i put out a post about leveling up/ getting skills, ima take a "break" from coding

AKA ima focus on cleaning up code, maybe change up the website too and anymore art I need to do of course. Theres never art I run out needing to do..

New Room Visuals!

Apr 6, 2025

Heres a visual for the other 2 rooms I had in progress before the previous devlog

The mouse is named Rattan and he'll provide the player a free boon, kinda like the gods in hades or the fortune teller in COTL

The Paladins will be a rest room for the player to regain health or cleanse from curses they have.

I dont know if im making these too easy for the player, especially since combat isnt implemented yet. I'll need to maybe fiddle with their rarity or so to make it fair as I see. Im not planning for it to be a cozy game persay, but also not a hardcore elitist thing.

Theres also this aimless feeling I get after a devlog where I try to work on a bunch of stuff at once, as if I dont have a literal corkboard of things to follow. But before else, ima get these rooms hanbdled.

I also have to figure a way to handle NPC dialogue so it doesnt act like meeting the player the first time EVERYTIME. Hopefully I dont take until 2030 to release!!! ᇂ_ᇂ

Devlog is out! Whats next?

Mar 31, 2025

My 5th devlog is out! The volume I thought was fine when editing but you might need to turn it up to hear everything, ill have to triple check next time...

But for now, its back to work, getting the other 2 rooms done, enemies, spells and such!

I also did say before that I would need to look into updating this website from being amateur, that may come in between cause I need to get artwork to catch up with what I have. I could also look into other hosting sites to have different features like likes or polls? I'll have to see

But for right now right now, im skimming and improving old works, godot has upgraded alot since the previous devlog!

I think ive been moving fast but thinking that might stagnate me from getting faster, but I really dont like how I just dissapear for awhile just to comeback and promote my game progress just to leave again. Really doesnt make me be a good discord member or friend, but maybe making more meme centric shorts can help? They do way better than anything else im doing lol.

Caravan Room + Devlog 5 talk

Mar 10, 2025

MB for not making a post last month but ive spent most of feb drawing out alot of assets!

Right now the caravan dungeon room is 90% complete, the 10% being the other's having dialogue but that can be patched in another time. Dont need to show EVERYTHING at once.

The list I put up for devlog 5 is ready, and ill make the vid alot simpler than the others. Both to have the output not take a month but also cause my devlogs are the worst performing videos ive every created NGL lol

Not complaining (too much) but shorter form ofc is more favored, the topics ill go over are:

I'll still try to make more assets before I start recording but dev 5 script writing gotta start and end swift! I hope you guys can stay tuned until then! After this devlog like I said before, I should update this website to look better, give the other rooms their own logs, and more items ofc!

I also changed the item pick up to look way better thanks to @miesmud's input! ᕙ(^▿^-ᕙ)

It feels like not much despite taking months but im not at the pro level to 1 take everything, code and artwise, we are getting closer to the playable loop. It just needs ALOT OF ART.