So we’re drawing ever nearer to that final dungeon, and now that we’ve had some time to think about it, we’ve discussed taking a different approach to it!

We’ve gone through several iterations already, although none of them have actually left the sketching board as of yet. At first we wanted the dungeon to have one floor representing each major area in the game, then we considered mixing various themes together and at some point we wanted fewer floors but more of a mishmash of everything…. The only thing we’ve really always agreed upon throughout all this has been that it shouldn’t be super long – often we feel like when players get close to the end of a game, there’s always a risk of getting fatigued and running out of steam just before the final boss, an effect that is often made worse by overly long and complex final dungeons and boss fights.

Our latest idea is to have several shorter floors – some or possibly most just a single room’s worth, and each floor will touch upon something you’ve seen or experienced in the game, but in a sort of strange way – imagine something like the creepy version of Startington, but decidedly less creepy and with more gameplay elements!

Our mission for this week game design wise will be to come up with a bunch of room ideas for the first stretch of the game, up until Flying Fortress, and present our ideas on Friday. Which events throughout the game do you find most iconic and would be something you’d expect to see represented in a dungeon like this? And how do you feel about the length of final dungeons? Do you expect a super long finale, or do you prefer it to be a little shorter?

Now, time for a bunch of mixed things: a bunk bed in Trick & Treat’s house, some new better looking graphics for some of the ambience box sounds, and a new item based on a backer’s request! :)

Another thing I’ve been working on recently has been sketching a couple of the last bunch of maps needed for Story Mode, one which is the room where your card collection is shown and which will grant you a special reward once you’ve collected all of them:

This room will be in Mount Bloom, in front of where the dragon carving on the floor used to be. In this initial sketch, it doesn’t look very mountain-y, but that will be remedied in the final version, which will probably look slightly different in the end, but the concept will remain the same: slots for cards on the wall, and some similar looking decorations across the room to make it look more interesting.

The other room I’ve been sketching has been the strange realm where you’ll battle Bishop! In the beginning we wanted this battle to take place in a surreal dream world governed by Grindea, but after some thought we changed our mind; while Grindea is light, we feel that Bishop is more of a dark creature, and having his battle be in a proper Bishop-y realm would be best.
As such, my design for the room is a bit more grim looking that our initial plan:

Again, it will likely look slightly different in the end, especially once the proper graphics are made, but you get the overall concept and colour scheme!

Time to start working on the background for the card cave! As you can see, the Mount Bloom mountain walls make it feel a lot more like a cave than in the sketch:

I haven’t made the slots for the cards yet, as they will need to be animated with glowing lights and such I thought it best to leave that up to Fred for now so the size of them will work out!

In Fred’s department, it’s been all about figuring out the look for one of the most important characters in the game that hasn’t yet appeared in the game in her physical form…. That is, of course, Grindea! She’ll appear as part of the ending, so we’ve been figuring out how to illustrate her form by having Fred make a ton of sketches!

Here you can see the progress of how it’s evolved:

Originally, we envisioned her as more of an ordinary character, but in the end we went for a bit more shapeless approach, and so these last two are our current favourites! What do you guys think?

Good evening everyone!

Have you had great holidays despite the strange year we left behind? We’ve been taking it easy, not meeting to many people – in fact, me and Fred and Fred’s brother (whom he lives with) decided we wouldn’t go anywhere and risk getting or spreading the virus, so we celebrated christmas and new years together on the island instead!

Today we got back to work, and the first thing we decided on doing is having a meeting to discuss our upcoming patches!

There are three big patches left, one featuring the final story mode stuff (except for the ending bit), where we’ll add the last bunch of backer items, some arena stuff (making you able to rebattle bosses in the arena + some bonus challenges), adding a fight with bishop and the cave where you can track your progress on how many cards you’ve found (as well as getting a special item once you’ve collected them all).

The second patch will involve Arcade Mode, where we’ll be reworking the challenge rooms to make them a bit more fun and varied, add a proper map so you can track your progress, adding a proper room to end your runs as well as a final boss battle featuring none other than the goddess herself, Grindea! We’re also gonna make sure we feel each run is varied enough and possibly add more types of rooms to make sure each new run won’t get too repetitive.

The third and final patch before proper release is the Main Story ending patch, where we’ll add the final dungeon, both endings and both final bosses (the version of the battle you face will depend on whether it’s the default or true ending path you’re on)! It’s possible we’ll save the final battle of Arcade Mode to this patch as well, so both endings come out at the same time.

We’re aiming for the first patch to be done by the end of March – however we’re not sure whether this is actually realistic or if we’re just being hyped after having some time off for two weeks! Regardless, we’ll do our best to make it happen :)

Stay tuned for our continued progress as we head into this new year together!

So the first thing for me to do is a proper house for the Trick & Treat twins. We might postpone any optional boss battle they might have been part in, but they still get a house of their own!

The first floor was made ages ago when we still had big plans for those guys, so I decided to add a bit more detail to it:

This place will also be the home of another smaller character (in more than one way) – the evil mandarine I made a portrait of quite a while ago (still remember him?)

Next up, we’re working on adding that stuff to the arena! As part of that, you’ll be able to select difficulty for the boss rebattles, and so I was tasked with making an interface for said difficulty setting:

As you can see, there will be three settings available, and they will be Default (the way the boss was when you first encountered it), Scaled (which means we scale its difficulty to your current level), and Overpowered (which will be a much more difficult version, overpowered for your current level)! I haven’t added the texts to the buttons here as they will the rendered directly in the game engine:

Working on this interface again makes me feel like it looks a little bit bland, so I feel like I might improve on its general look in the near future as well…. :)

(You know what, said and done, time to touch up these old UI graphics a little bit:)

Meanwhile in Fred’s department, it’s all about giving Bishop some more weaponry! Scared yet?