First up this week, let’s take a look at the healing phase of Zhamla’s boss battle!

Here, you need to defeat the bracelet first, so it can’t keep on healing Zhamla indefinitely. Bag and Braazlet will also have some lines mid-battle in speech bubble form, and in order to make this look its best I made some new graphics to go with the bubbles. I also took the opportunity to update the speech bubbles used by other artefacts earlier in the game (= Shiidu and Trunk).

Here’s the result, with a sample bubble and a prototype video showcasing them:



The summoning of Zhamla’s version of Frosty Friend (Frosty.. Foe? Fiend?) is also coming together more and more. Here’s a prototype of the summoning of this summon:



Fred has also been working on various sketches of another of Zhamla’s summons, a bigger and scarier version of Summon Plant! Let’s take a look at that:


Which one is your favourite? Ours is in the green circle with the checkbox!

This week Teddy and Fred made a plan about doing a May crunch, in which they aim to make the Zhamla battle fully playable except for some final polish.

Teddy has since prototyped the transition from Dad’s battle Arena to Zhamla’s (exploded!) battle arena, inserted a healing sequence where the player needs to defeat the bracelet before doing damage to Zhamla himself, and also developed prototypes for the summon phase start and summon phase end.

We’ve also received some of the very last songs that will be added to the game, which definitely feels bittersweet.

Here’s a little sneak peek on some more Zhamla boss animations courtesy of Fred this week:

This week I’ve been working on some new art for Secrets of Grindea once more!

First up, two new expressions for Zhamla:

I also edited to floor, removing the golden bars to make the battle area look more clean – before and after below:

Hello guys! The weeks rush by and we’re already at the end of January. This week Teddy finally got his screencap softare back up and running on his new setup, so here’s a fresh video featuring a very early prototype of Zhamla’s summoning phase:

None of these graphics are final, nor is the actual pattern. For one, we’re a bit underwhelmed with the cloud’s presence and are currently thinking of ways to spice it up a bit. One such idea is adding a special chain lightning attack to Zhamla’s cloud, an idea that was quickly illustrated by Fred here:

Nothing set in stone just yet though!

Otherwise, the animations continue on – Fred has finished up Zhamla’s base attack animations and done some more work on Frosty Foe:

With the release of the game drawin ever closer, I’ve spent a lot of time this week preparing some PR documents. This means writing things to send out to people who might be interested in playing and/or reviewing the game once it’s released. It’s one of the less exciting parts of game development to be sure, but someone needs to do it and as we’re not working with any publisher, that falls on me!

Now, while we currently won’t work with any publisher for the PC version, we would consider getting some help with bringing the game to consoles and the foreign markets. We’d absolutely love to get Secrets of Grindea to as many platforms and regions as possible but realize we won’t be able to do all of that by ourselves. Anyway, decisions like that remain on the backburner while we finish up the last of the game, so we’ll have to wait to make any firm decisions!

Speaking of finishing the game, Teddy and Fred continues their work with the final bosses! Here’s a current prototype of the Dad Battle:

And here’s a bunch of related animations by Fred:

As for the Visual Novel, I just want to say thank you to everyone who voted in the polls! I’ve taken a look at the votes and a summary can be seen over here. Now I need to get some writing going! :)

This week for Secrets of Grindea I’ve focused on two things: the production book and a bunch of detail work. I’ve decided to try and use NaNoWriMo as an opportunity to challenge myself and finish most of the production book in one go. For those of you who don’t know what NaNoWriMo is, I wrote a post about it a while back. But basically, the goal for participants is to write 50,000 words within the month of November. Now, I don’t want the production book to be an actual 50,000 words (I think), so whether I do reach that specific goal or not is unclear – my own goal will be to finish the first draft of the booklet, whether that is at 50,000 words or 25,000 words!

As far as those details are concerned, to start off with we have some shattered glass in that final battle room. Since the stained glass windows broke I feel it was a detail that was missing:

Second, a version of Marino’s room with two missing rapiers. When we got to that part of the game during our great playthrough, we felt it would be better if there was already one missing from the beginning (Marino has a rapier on him, after all), and once you get a hand on one of them, two should be missing instead. Right now all the rapiers are there until you get one from Marino, at which point only one is missing:

Third detail, which is more than just a detail to be honest, the coffin of Zhamla, floating in the final dungeon:

As for the Secrets of Grindea Visual Novel, I have presented a couple ideas as well as a poll to determine which one sounds the most interesting over on my blog. If you’re interested, please head over there and vote so I know which direction you’d prefer it to take! :)

Now, time to get back to that production book!

We’re back guys! Seriously, having a couple weeks off has been great and we’re now super excited to get back to work and finish this game up! Thank you for being so understanding and supporting us throughout these years – what a journey it’s been, and still is. Now as we’re drawing closer and closer to the end, it’s time to start taking a look at one of the final battles – the one with your own dad. We’ve been working on a bunch of attacks for him, so let’s have a peek:

No Grindea boss is ever really complete without having to dodge a bunch of stuff, am I right? So to start off, he’ll have one attack featuring Amalet and his annoying energy orbs, while you also have to dodge that annoying sword you just found out about.

Speaking of said sword, it’s sure out to get you, and has a bunch of attacks of it’s own – here with the aid of a Gaantlet teleport:

Some more dodging action:

And Gaantlet creating ice fields to make this battle even more difficult, oof:

The attack above looks a little wonky as it’s been recorded in 30 fps – don’t worry, it’s gonna look a lot better in the actual game with the actual graphics.

And here’s a little sequence featuring the attacks we have so far in various patterns, giving you a little preview of what parts of this fight might look like:

All WIP still, of course! In Fred’s department, he’s been busy making the proper animations for the attacks we’ve come up with this far, so here we have a couple of them:

Next up, I’ll be working on the final backgrounds, the last few puzzles and the last couple boss portraits! So close now :)

This week it’s all about our old favourite Luke. As part of the Mirror’s boss summoning game, he’ll of course need properly themed elevators:

Fred’s been busy making a ton of animations for him as well, so here’s a look at them:

And here’s the summoning sequence:

Luke will be the final boss summoned by the mirror, so drawing ever closer to the end of this dungeon. Phew!

A new week, and new design decisions! After more discussions surrounding the final part of the final dungeon, we’ve decided to give the final boss(es) a proper area of their own, away from the tower. This is for a number of reasons, one of the key ones being that it’ll be a lot more epic. As such, the layout of things will look like this going forward:

You’ll start off by getting to the “top floor” of the tower, were a door leads out to a “balcony” of sorts:

In this balcony, a path will appear before you, leading you to the building where you’ll face the final boss(es) once and for all. We’d like this path to build a bit like the elevators in the tower, with bits and pieces molding together as you walk across, but we’ll have to do some testing to see how it’ll work out:

Next, you’ll reach Zhamla’s resting grounds, which in this sketch would remind the player of both Tai Ming and the Flying Fortress:

Inside, there will be giant windows that will shatter once the real battle begins, revealing the sky outside:

Meanwhile in Fred’s department, there’s a lot of different things going on. For instance, there’s a giant Grindea hand being animated for a special sequence:


Luke is getting some new animations:

And all of the mirror bosses are getting some more graphics as well:

Speaking of the mirror bosses, one of the other things we’ve been working on recently has been the way they’ll shatter as you defeat them. Here’s a bunch of our latest tests – what do you guys think? :)

Another week and more stuff keeps happening in the tower! Last week, we took a look at the boss summonings, which looked something like this:

However, after some discussions we decided to change the timings around a bit and add the elevator parts after the Mirror’s lines as opposed to before it, making it a bit more of a surprise which boss will appear next – so here’s the updated version:

To start with, we weren’t in agreement of which one was better, but in the end I think all of us have been convinced to go with this second version. Which one do you guys prefer?

Next up, we’ve been working on a bit of a mix sequence, where you’ll basically have to survive a barrage of attacks from various bosses throughout the game, making sure even more of them show up in this final part of the game. Let’s have a look at some of what we have so far:

Of course, the graphics are will a work in progress, the proper elevators, particularly for the Black Ferrets, will be added soon.

Speaking of new graphics though, there’s still a couple backgrounds left to make, so let’s have a look for the one that will feature in the Mimic battle:

Brings back old memories of Tai Ming, hopefully!

Fred’s busy making the proper glass-like graphics for each of the bosses and characters, so here’s a little sneak peek of two more:

And meanwhile, Teddy’s been busy with some programming that’s not exactly related to the game per se. As we may have mentioned ages ago, the game will not only release on Steam but will feature on GOG as well – so as we’re drawing ever close to completion, it’s time to start looking into implementing their stuff, making highscores and the like work on their platform as well. So, not much game progress – but still progress towards the release!