Keeping the Pace (Week 91)


This week, I attempted to make progress on the game playtest but I had a fair amount of issues come up. The final boss of the dungeon, something very important to get right, just sucked balance wise and as far as enjoyability is concerned. One skill didn't work and if it did, for some reason past me thought giving a boss the ability heal half its health would have been a GREAT idea, especially done randomly and frequently. Lord that was such a terrible idea.

So, I've thrown out the whole fight design and am going to start again from scratch. In prep for that, I also decided now would be best to redo the dialogue before the fight, and to do that, I needed to run a few conditional branches and check to see what the player's knowledge about the lore up until now was like, so they could react appropriately to the situation as this boss is fairly important. So I've been adding switches to various key events that allow you to have better/lesser knowledge and react to the final boss of the dungeon appropriately. Now I have to actually add that dialogue and make the opening more impactful.

I've started animating the revamped version of the final boss' sprite which looks a million times better and more detailed, that should enter the game soon.


Enjoy the teaser, cause that's all you're getting.

I finally finished Veta's sprite update as well, so I'm making some small amounts of asset headway at least.


I'm sorry that there isn't much more beyond this, there was some irl things that came up, had to help look after my niece for a bit one day.

I have a good gameplan written down for next week's development so hopefully I can power through the next steps and get back on track. Zeph is gonna start working on some concept art but that won't be out for a while on her schedule, but I'll let you know if anything comes up. Similarly, Xavier is busy on other things but I'll let you all know if any more OST news comes in.

You all have a great week!

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