So last week our goal was to each come up with one or a few design ideas for the first floor in the final dungeon, after which we’d go through each of our suggestions and pick our favourites, building our dungeon one floor at a time.

As we mentioned, our guidelines were to remind people of the journey they’ve made throughout the game, bringing back “old classic” events and mechanics. Some of our ideas for the first floor, representing the very beginning of the game, ranged from battling your own sword and shield, a bullet hell with wooden swords, bees circulating around you and attacking you one by one, or an arena where you battle a block puzzle that comes alive.

In the end we decided to combine a few elements of the early parts of the game, namely the arena trials, finding your shield and sword to proceed and battling the Black Ferrets on the bridge. Our main idea is that you’ll start on a Pillar Mountains looking area (perhaps even a pillar), where you have to find your sword and shield by fishing and solving a block puzzle while the Arena commentator Mr Plott comments on what you’re doing, and you’ll only be able to proceed after handing your items to Grandpa Joe who blocks a bridge over which you’ll battle an ever increasing amount of Teddy & Freddy, culminating in a battle against Vilya herself before you’ll be able to progress to the second floor, a floor which will be centered around the Pumpkin Woods.

We also decided on some details around the dungeon. Previously, we’ve decided that the thing that turns the dungeon into what it is is an ancient artefact mirror, which transforms the tower into challenges to stop you from reaching the top. As such, we want to incorporate various mirror effects here and there (like for instance, Grandpa Joe shattering into glass pieces when you show him your sword and shield, enemies spawning by appearing through mirror glass and such). We also reiterated that we want the main focus for each floor to be something iconic to each part of the game, focusing on the story beats and ‘feel’ of certain areas.

Next up, the Pumpkin Woods floor! For the this we felt the key component was the curse of the woods, making you unable to progress, and the hunt for each of the items needed to clear the curse. To capture this, our idea is to create a set of rooms with a ‘lost woods’ feel where you’ll end up back in the first room by taking the ‘wrong’ exit, and having you battle five mini bosses in a room each.

The mini bosses we have in mind here are Pumpking and Helloweed from Arcade Mode, plus a similarly difficult mini boss based around Jack o’ Lantern which will also appear as an Arcade Mode floor boss later on! We’ll also design a challenge based around the Jumpkins and Ghostys.

For the Jumpkins this will most likely involve a living-vegetable like mayhem room with loads of jumpkins, while the Ghosty challenge idea we have so far is more about finding and defeating the correct one out of a bunch that will surround you – though our ideas here are still very much up in the air. For now, our main focus around this floor is the feel of having to cleanse the wood once more, this time by collecting the items from more difficult enemies than simple elites like you had to the first time around. We’ll dice into more specific design details once we get to this floor, our overall idea holds regardless of how we design the challenges.

Once you’ve defeated all of these mini bosses and collected their key item, you’ll be able to cleanse the curse with the aid of a Grindea statue, just like in the original Pumpkin Woods, complete with a minor appearance from Bishop; after that, it’s onto the next floor, featuring the Flying Fortress! :)

Now, you’ve seen a bunch of Bishop’s attack animations made by Fred, but now that we have a basic sketch for the arena, it’s time to start some prototyping of the fight!

At the moment, Bishop has three distinct attacks/patterns, but we have plans to add more as we go along. For now it’s a sword-throwing attack, a giant scythe attack and an attack where a bunch of Bishops emerge from the ground with spears:

We know Bishop disappears a bit into the dark background when he’s towards the top of the fight area, but we have plans on making him more visible by adding a shader that makes a subtle aura or outline around him when he’s against the dark parts. Other than that, what do you guys think so far?

In Arcade Mode, it’s high time we get a proper map through which you can track your progress! As such we’ve been talking about various ways to illustrate this, ending up with illustrating them as isles:

Now, the layout of these isles isn’t in it’s finished version here, the idea is that we want to illustrate how you move upwards a bit more, so we’ll play around with how we place the isles as we move on; and as such might change the design of these isles a bit as well.

On top of that, there are two more isles missing – that of the room where you get your reward for finishing Arcade Mode, and the bonus floor you get to only if you’re strong enough! These will only be added once they’ve been made in their proper forms in the game, though, so I know exactly how to design their isles.

In Fred’s department meanwhile, it’s all about Bishop and giving him more animations! Let’s have a look:

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?

Hey guys! In case you missed it, the Frontline Beta has been updated since a few days back! Among the things that have been added you’ll find the Arcade rebalance, catalysts that will make your runs more difficult as you beat them, Pins and a whole bunch of smaller enemy changes. The full patch notes can be found here or on the steam community hub, as always! Please let us know what you think, and send us any feedback on what you like, dislike, or would like to see changed :)

Time to make that tree stump! I’ll be using the tree stump in Santa Fae as a base for the background and make it it fit the theme by adding moss, leaves and some seed things:

Next up, a cellar room used for a quest in the mansion where you need to clear out some pesky enemies that have invaded! Using the Giga Slime Arcade Mode boss room as a base for the size here:

We’ve also been working on an user interface for adding those catalyst you get that will make your runs more difficult! Here we’re playing around with various font sizes and colours:

To show a bit more emphasis on the statue and the catalysts added, we decided to fade the rest of the background into darkness as you play around with this:

Added ‘headlines’ with the name of the catalyst you’re adding:

Same as above but with more colours:

Then we tried it out with smaller text, making the readability better.

And the end result, big headline, small descriptive text all together in one line and in one colour, which we felt gave the best readability:

Next, work on Marino’s Mansion continues! This time it’s the library’s turn to be made…

Fred’s been busy animating those cute trees from last week:

And another NPC that will be involved in one of the quests in Marino’s Mansion:

Among other things! More next week :)

We continue to work on the various pin menus, and as a logical next step we need to make all sorts of graphics for the various places you’ll be able to look at your pins or see how many you’ve seen so far. First up, the title for where you can look at what pins you currently have equipped in the menu:

And next, the “shop title” of the Pin Collector where you can see all of the pins you’ve found so far; we decided against giving it a proper name, and went with the route of only showing a variety of pins:

And of course, the button which allows you to get to said list:

A little bit of news regarding the upcoming patch: unfortunately the cinema functions are quite broken and since we don’t feel like it’s vital for it to work before the patch (it will take quite a while to sort it out), we’ve decided to close the cinema for a little bit. People who haven’t bought it yet will receive a warning that it currently doesn’t work, while people who unlocked it already will get a slightly different interior:

Of course it’s our goal that it won’t remain like this for too long, and we hope it won’t be too much of an inconvenience, but right now we’d really like to get the patch up and running sooner rather than later, so fixing the cinema will have to come second to that! :)

Next up, some more gear for that set that will be used as part of a quest in the arena! These items aren’t too good stat wise but they look sort of cool?! Will you be able to survive an arena challenge wearing only these things?

As part of the new patch, we’re adding and improving on a bunch of things both for Arcade and Story Mode. A few of those things involve new projectiles and ‘tails’ for projectiles to make them easier to read:

 

 

And as for a thing that won’t make it’s way into this patch but will be available soon is this nice butterfly net, which will be used as part of a quest given by Luigi in Evergrind City, granting you one of those fertilizer you’ll use on the small plants you can find here and there across the game to make them grow:

 

In Freds department, he continues to make effects, both in general and for the loop orbs specifically. Here’s a collection of his work this far:

Going back to story mode for a bit, we’ve talked about the second quest for the Mansion and come up with a rather simple quest for the player to deal with the first time they’re allowed into the Mansion (which will be by the time you defeat Marino after Flying Fortress). Basically one of the maids want some help solving a small infestation of slime in the basement. Oh but what an infestation it is – not quite what you’d expect I think… :)

We’re also finally starting to fiddle around with the things you’ll access when you get the plant fertilizers and will access the areas currently unavailable (remember the small squiggly plants?). So far we know of three places these plants will be: the one in pillar mountains which will lead to a small reward, a little cave system leading back to the cave where you find the sandals (I believe) further down in pillar mountains, and upwards to an old an abandoned Grindea shrine which may or may not play a part in the later stages of the game…

Here are some sketches I made as we were talking about this place during the meeting, more to come later:

The one in Flying Fortress will simply lead you to a treasure, while the third will lead you to the mysterious tree stump house in Seasonne, where it seems you will get a reward and find a housing shop! We haven’t made any sketches for this yet, but I’ll likely start working on that once we finish up the mansion :)

First though, some more Pin stuff for Arcade Mode! There will be a part of the menu where you can see what Pins you currently have equipped, and so I made a little modified version of the Pin equip UI where you can see such things:

One suggestion on where to put this menu was to replace the crafting tab with it, seeing as crafting doesn’t serve a purpose in Arcade Mode, the other was to keep it under equipment. The latter suggestion was mainly because we wanted it to be in the same spot in both modes in a world where we were to include them in Story Mode in some form. For now though, that seems unlikely – so the Crafting tab will be replaced for now :)

Next step on the same topic is that we want there to be a place where you can see all of the pins that are available, as well as those you haven’t seen yet. This will be viewed through the Pin Collector who will hang out in town after you’ve unlocked him!

Here’s the progress:

Obviously each of the icons will be replaced with the corresponding Pin. The questionmark icons will signify a pin you haven’t seen yet but that you could find any run, while the lock means it’s a Pin you’ve yet to unlock. We haven’t yet decided if we will have pins you will unlock, but we’ve talked about having a new batch of pins unlock as a reward for certain quests or certain progression milestones; how do you guys feel about that?

Next up, another portrait for the mansion! This is the goblet, Marino’s dads trusted artefact! Finally some more sentient artefact for you guys to hang out with ;)

In Fred’s department we’re working on some cubes and other types of indicators for all of those pins that allows you to trigger an effect after x hits!

The cubes will grow in size the closer you are to unleashing the effect:

But he hasn’t forgotten about Story Mode! Here’s the shield to match the weapons seen last week:

More pin work this week! Here we have the progress of two more pins, as well as two more icons and a bunch of colour variations:

For some of you these aren’t exactly new; the last couple of days we’ve uploaded what we have done with the pins right now as a hidden command for our most devoted testers to try out. So far, we’re pretty happy with the feedback, and the feeling we have right now is that pins is definitely a positive thing for Arcade Mode! So far so good; though obviously we have a lot more to come up with and add before we are satisfied – we want some epic variation, after all :)

Speaking of variation in Arcade Mode, another thing we’ve been discussing a lot lately is the addition of more types of rooms, to make each run feel even more unique. Some of these ideas include:

Cursed Item Shop
A shop that sells items that are really good but you can’t unequip them or swap them out (this room type would mainly appear on the early floors, so in later floors the equipment might fall off and not be as good anymore). Possibly other curses as well.

Zombie J
A ghastly version of the bow salesman who sells a cursed quiver that is smaller (so you’ll have fewer arrows in total), but you can fire extra arrows at the expense of your own health. Could appear alongside the Cursed Item Shop, to mirror the regular shop.

Archie
The guy who appears here and there around the world to open up shortcuts or sell you items you’ve missed and can’t reach again, only in arcade he’ll offer you access to a bonus room he’s found. Pay up the money and he’ll let you through to a path he’s cut up leading to either a random guaranteed ‘good’ room (a shop, healing, etc), OR…

…A Lood Fountain
A room with a bunch of Loods floating around a fountain! We haven’t decided if this is only gonna be the reward for paying Archie or if it’ll be a room of its own. In the end we might end up having this be Archies only reward instead of random rooms as well. We’ll see!

A Mischievous Sprite
Think we might have mentioned this before ages ago, but it was brought up again. A sprite that appears in multiplayer only, secretly offering one of the players an advantage of some sort at the expense of his friends (like them getting less atk, def, aspd or something like that). Just something a bit silly to mess with your friends!

It’s not a certainty we’ll add all of these, but they are some suggestions at the very least. Which one is your favourite? And what sort of additional rooms would you like to see?

Now, some more stuff for the pins! Starting with a trash can icon for when you’re about to throw away one of your pins:

And two more pin types, using a special colour scheme:

These pins are what we call “sticky” pins, meaning they’ll permanently take up a slot and there’s no way to get rid of them. Better think twice before you equip these!

There’s also another shape for pins, as well as a specific icon for potion related pins:

And finally, one more palette to mix things up a bit:

After a few discussions as well as checking in with the community about the subject, we’ve decided that rather than have pins appear from the get-go, it will be another thing that will be introduced after you’ve played arcade mode for a little bit, complete with its own NPC who will tell you how it all works. As such, I was tasked with making his portrait:

Do you recognize from where we have gotten the inspiration for this guy? :)

Meanwhile in Freds department he’s been working on some effects that will spawn around the player for some specific pins where you collect charges as you battle, as well as doing some work on the Pin collector himself:

Now, back to Arcade Mode for a bit. As you know there are a bunch of changes we’ve been wanting to make to Arcade Mode, among them a rebalancing and removal of the dual floors per area. We’ve decided to take some time to focus on Arcade things for now, and so today as part of our meeting we spend a couple hours playtesting the changes that have been made so far.

To start off with, there’s now just one floor per area instead of the usual two. Some floors are slightly longer to make up for it (such as the first, where you battle Pillar Mountains enemies). The earlier floors have had their difficulty slightly adjusted as well, since we want it to be possible for players to get further – at least in terms of areas, compared to before.

Some gauntlet style rooms have been added, meaning new enemies will spawn as you defeat the ones already in the room when you enter. We’ve tried it out both with an indicator for such rooms (meaning you will know before hand that the room you enter will spawn more enemies), and without. Which one we will go for in the end depends on how common and normalized we want these rooms to be: either they will be rare, special occurrences, meaning an indicator might be fitting, or they will be so common that it makes no sense to indicate them as anything special.

For now, to make it easier to see what is happening, we have a special spawn indicator for which enemy will spawn right before it does, to avoid any unpleasant surprises for the player. Whether this will still be the case or whether the new enemy will simply appear in a puff or smoke is still something we will need to test further.

Right now it feels somewhat odd to have cut down the floors this much, but we do feel like the overall length of a run will be a lot better compared to having to battle through twice the amount of floors to get to the end. We don’t want the player to have to fight his or her way through floor after floor for hours to finish a run! More testing will need to be done, though.

Another thing we’ve been playing around with is ideas for how to make each run a bit more unique compared to your previous runs, challenging you to change your play style or at least experience things more differently. We feel that right now each run is very similar to the last one, and a player is rarely encouraged to try new skills. Last week we talked about a feature we wanted to add to help out with that (Badges – which we have now renamed to Pins) and this week we have tried out some of those as well.

As a reminder, a Pin is something that will affect your run in some way, giving you certain bonuses while sometimes coming with a negative on the side (though mostly you will just get something nice). For now, we’ve divided the pins into seven categories depending on what they affect, such as: Arrows, Skills, Basic Attacks, Room changes, Passives, Potions and Shield.

Some examples we’ve been testing this week include:

* Casting a spell fires an arrow.
* Hitting an enemy with an arrow casts a meteor
* Three arrows drop after each regular battle room
* The first spell in each room is a guaranteed crit
* Every 5th spell deal triple damage
* A fae follows the player and casts a fire ball every few seconds
* Each basic attack increases the damage of your next skill
* One enemy in each room receives an automatic death mark when you enter the room
* Perfect Guarding an enemy causes them to be death marked

So far, we’ve quite pleased with how these serve to make each run a bit more different compared to the last, especially ones that encourage you to use other skills or abilities than what you’d normally use. We also have a ton of ideas for more pins we want to test and play around with; the current pool isn’t too big so repeats tend to happen quite often during our test runs. We also feel the lack of a proper interface; right now there’s simply a message in the chat letting you know what badge you’ve gotten and what it does.

In order to properly test this and how it feels, we’ll therefore start working on a basic interface for distributing your pins, as well as some basic proper graphics for them to see how it all feels with some more visual cues.

Right now you will receive a pin for defeating a boss, but we’ve also played around with awarding them in chests or for challenges. The exact amount and what you’ll receive pins for are yet to be decided, but for now we feel like it feels the most rewarding to get it post boss fight. As of now, you’ll be able to have four pins, and if you receive any more past that you will need to replace one of the ones you currently have.

Part of our daily tasks right now is coming up with more pins to add, so there will be enough that each run feels new and fresh. Do you have any pins you’d like to see? Let us know and we might end up adding it :)

So in order to get a true feel for the whole Pin system I’ve been tasked with making an interface for it where you select whether to equip, replace of throw away a new bag that you get.

We started of with this super basic sketch:

And translated it into something slightly more visually pleasing:

And here’s the interface the way it looks currently:

“Attack DMG” in white represents the name of each pin. Green “DMG” above the first info box is supposed to say “New”, while the blue “Attack” above the second info box is supposed to say “Current”. The numbers represent the descriptions. However, these designs might change slightly as certain translations need a bigger font size than the rest of the game, and we try to design everything so that it will work out in any translation. In other words: we’ll see!

Next up, making some actual pins to try this whole thing out with:

Pins will come in many shapes and colours, but for now I’m starting off with this color, making it in a variety of different shapes with icons to match. They all use the same palette so colour swapping will then hopefully be easy enough!

In Fred’s department, he’s been working on giving the pins proper representation as sprites! Like most other things, this involves a lot of iterating and trying out different ideas and designs:

With the final result looking something like this:

As you know by now, we’ve been starting to have daily meetings discussing the upcoming final pieces of the game, and today I thought I’d give you a rundown of some of the Arcade things we’ve been talking about!

We’ve mentioned before that it is our goal to shorten to length of Arcade Mode now that all of the floors are being added, as two floors per area is a lot and takes a very long time to play through. Our current idea is that there will be one floor per area, and that we’ll rebalance it slightly so you’ll have come a bit further in the areas before it gets terrifyingly difficult; right now most people die way before even getting halfway through, which is a bit too soon for our liking.

Since we’ll effectively only use half of the floors we have, it means there will be a lot of spare bosses floating around. In order to make each run balanced in difficult, you’ll always meet a set number or the more difficult bosses, while the remaining bosses will be one of those we deem slightly easier. We’ve also discussed the option to have optional bosses out of the remaining pool spawn in their own (clearly marked out) rooms, but we’ve yet to decide exactly how about to go this or if it’s something we wanna do at all.

We’ll also add some gauntlet style rooms, so there will be some rooms where enemies respawn in a couple waves or so, just to mix things up a bit more and make each room feel a bit more unique.

Another Bishop bet we’ll add is one where you have to perfect guard certain enemies before you can deal damage to them, and we’ll make a new interface to indicate when you’re in a bishop bet room; more details on this as I start making it.

There will also be a proper Arcade Mode version of the map, which will give you some indication of how far you’ve come and how far you’ve got left to go. Again, more on this once I start actually designing it.

Finally, we’ve discussed the addition of a special item we currently call a ‘badge’ which is something you can get as a reward or possibly purchase in the shop. A badge will change or your character in some way, such as increasing card drop rate, give new effects for a perfect guard, increase the damage of your next spell based on how many normal attacks you’ve hit, and so on. We might also add ‘mixed’ bags which will give you a stronger bonus in exchange for limiting something else. Such as your spells doing a lot more damage but you’re unable to use the same spell twice in a row.

Our goal with these badges are to make each Arcade run a bit more unique, giving you various options for how you play rather than it always being the exact same playstyle. If it works, we’ll see! We’re gonna play around with it for now and see how it feels :)

As work continues all across the game there are a bunch of smaller things added here and there. One such thing is the ability to now “turn off” the fireplace in your house, which used to be burning all the time! As such, a version of it without the fire needed to be made:

And as mentioned a little while ago, we’re introducing a new interface indicating when you’re in bet room. Here’s the initial sketch:

And the progress/final thing:

We don’t want this to be too much in your face, but a low key reminder of what’s happening. If you fail the challenge, Bishop will teleport away from the interface into the map and perform his punishment as usual :)

And here we have the second maid portrait for the mansion! A dark haired young lady dusting the extensive collections :)

Next, the portrait of Marino’s mom! She’s the lovely lady of the mansion, making lists of all the charities they’re gonna contribute to:

And finally, a look at what’s happening in Fred’s department! With us deciding to finish up a bunch of random things, it’s time for start looking at some of the many loose ends and one of the most asked such things is when you’ll be able to grow those pesky little plants into something you can climb to reach certain places. Well, the answer is soon! And here’s the first step on that way, namely Fred making some graphics for it:

There are also more mansion inhabitant to make, among them a chef to make a fancy dinner for Marino’s family:

With the library finally added to the game, it’s been time for us to think about the books one might find in the game, and how we’d like to present them. One such option is displaying books as actual books, and I decided to experiment a little with such a presentation.

Here’s the outside:

…and the inside of a book, with some sample text:

Our dream is that a transition between the pages will be animated as well, so it’ll give you a feel of turning the pages of the book. While we haven’t confirmed how viable this look will be in the end (it might take a lot of work to fit the texts we have in mind into these book templates) this is what we’re aiming for right now! My dream is that small notes and such will be displayed on boxes that have the shape of paper scraps as well, rather than the usual brown box. But we’ll see!

And now that the last of the Ghost Ship stuff is finalized, it’s time to go back to doing improvements for the older areas! And this time, we’ll take a look at the southern entrance to Evergrind City:

We’ve also had another long meeting day, planning in what order to finish the remaining content. We had a discussion whether to finish up Arcade Mode before Story Mode, or to try to finish up as much as possible of it without giving it it’s proper ending (involving an unique Arcade boss and a couple of cutscenes!) until all of the story mode content has been added. For now, we’re aiming for the latter, with our next big priority after finishing everything related to Stable being the final boss designs.

There are four unique bosses left to make, three for Story Mode and one for Arcade Mode (that will be Arcade Mode unique). There’s also another, fourth ‘special’ boss for Story Mode that will draw on powers you’ve seen before during your journeys (basically it’s main power will be summoning previous bosses)!)

The reason why we want to focus on this once Fred has finished up things for the final cutscene of this update is that bosses usually take a very long time to get right, both in terms of design and then to finish up all the animations as well. By starting our design work on the bosses as soon as possible, it will give us a lot of time to fix any issues that might appear, and gives Teddy and Fred a chance to struggle with that while I work on backgrounds for the final dungeon!

Speaking of the final dungeon, we still need to get going with finalizing the design for it. We’re still aiming to have all or at least most areas and dungeons represented in rooms and challenges of their own, but we haven’t yet decided exactly how long to make each floor. We don’t want it to end up being too long; but long enough to provide an interesting and exciting experience.

Meanwhile, we’ve also received a massive sound batch, so we’re now in the process of choosing the sound effects from the options given us and implementing those! Exciting times indeed; we think you’ll be very happy with the sounds overall – we know we are! :)

Another thing we’re working on is turning those Ghost Ship floors into Arcade Mode rooms!

There will be four room sizes, and each of them will have 4×4 types of decorations. What that means is that there’s four different options for each corner in the room, much like in previous Arcade Floor designs. So essentially, the top left part (the left side of the wall) of each room can be 1 out of 4 options and combines with any of the 4 decoration options for the other parts of each room. Mix and matching this way will make the rooms more different from one another, and will hopefully reduce the repetitive feeling of going through the rooms.

Below is a bunch of options for the decorations combined together, with the top left picture being the room without any of the decorations at all. As always, each room won’t have doors in every direction; but I’ve kept them around now for clarity:

And here we have two more room sizes, also ready to be mixed and matched! Looking forward to battling your way through these floors yet? :D

This week we’ll start with a bonus building added to the flying fortress! This building will replace the island on the right part of the fortress and will, though a quest unlocked after the ghost ship, give you an opportunity to do some more phase shifting (yay)!

Later on I’ll show you what the progress of creating the insides looks like… :)

But first, something about a long awaited addition! We know a lot of you have been asking for an easy way to change the controls, whether you use a keyboard or a controller. We’ve already implemented the mechanics for changing the controls on a keyboard, and while we want to add the feature for the controller as well, for now it’ll remain a WIP.

However, if you do have a controller plugged in, you’ll soon be able to see what each of the buttons do, with the help of this new graphic:

Without further ado:

To make it a bit more readable, we decided to move the second set of buttons behind the first ones, since that’s how it looks on most controllers – even if this makes the design of the controller graphics itself look a bit less nice. Also added the spaces where the function of each of the buttons will be described:

Next up, another character that will return in a ghostly form! Remember this collector from Tai Ming? She’ll return and feature a little side quest/secret of her own:

This old priest makes an appearance as well, drawn back to the haunting village of Tai Ming after his death:

Brandy will play a pretty big part in a quest/secret as well, are you looking forward to seeing him again?