This week we’ll take a closer look at the next boss in the boss rush, the Season Hydra! As you may remember, I made a part of the background for it a while ago, but today it’s time to take a look at what the elevator will look like with each of the different seasons. First though, we decided to add grass to the remaining two platforms as well, so let’s have a peek at that first:

With that in order, let’s continue transforming this background into each of the four seasons! Starting with Summer:

Next, Autumn:

In the cold days of winter:

And finally, pleasant spring:

Of course, the Hydras will need some kind of wall for them to bang their heads into, otherwise how are you gonna be able to best them?! At first, we considered using the spears you’ve seen from across the game:

A basic WIP, of course, but we thought we might come up with something slightly cooler. Enter the force field:

A little bit more hitech perhaps, but also a lot visually cooler. Especially with Fred’s startup animation of it! Let’s have a look:

And before we go, have a GIF of what the spawn sequence looks like right now (without the proper summer background added yet):

With the Hydra fight well under way, this dungeon is coming together more and more :) We hope you’ll enjoy it!

Another week, and this one’s main focus will be all about GUN-D4M, or rather the upgraded more epic version you’ll face in the dungeon! First up, a slight redesign was in order, to properly differentiate him from the previous version! For this, we made a couple sketches to determine which one we liked the best:

We felt like the one with the lights were the cooler version, so we ended up going with that:

Some colour variations to get it all just right:

And after that, time to start animating that badass! Let’s have a look at one of his animations:

His fingers will feature a new weapon as well… Ooof!

And here’s a bunch of videos from our prototyping of this part of the battle, starting with the two Phasemen, going into the GUN-D4M portion of the game, and then finally a bit of how the boss fight itself will play out:





What do you think so far? We’re all very excited for where this is heading anyway, hope you are too :D

Have you all have a nice easter break (for those of you celebrating or taking time off during the holiday)? :) We’ve had a lovely time with family, but now it’s time to get back to work! This week we’ll start off by showing a couple more backgrounds for the boss rush:

This first one is the floor for the Hydra boss, which I believe we’ve mentioned a little bit earlier. It will include a spring Hydra, so all four seasons are involved, hence the four different platform, each representing a season as well :)

Next up we have a truly terror-filled floor featuring the Power Flower AND BEES! Don’t worry, if it turns out in prototyping that this was a terrible idea, we may still cut this part of the boss fight (or will we? mwahaha):

Teddy, meanwhile, has started playing around with transitions between floors, and here’s a little sneak peek of that:

And Fred continues on with the actual boss fight of the dungeon – Zhamla! Here’s another animation from his department:

This week we’ll start off with another Boss Rush floor, this time the GUN-D4M floor, which will pretty much be the Phasemen floor – but destroyed by the sheer force of the GUN-D4M starting the battle! Let’s have a look:

One of the other things we’ve spent a lot of time on lately is what it’s gonna look like actually summoning these bosses! Each boss will be summoned by the Mirror artefact who ‘governs’ the Tower, and so our idea has been that we want some kind of mirror or glass effect as they appear. The videos below will give a pretty good idea of how our iteration process works – starting off with something small and building on it and editing it here along with more details, until we have something we’re happy with.

So, first up, here’s a couple of our very early iterations:



Then, we added a glass/mirror-like colouring for the next couple iterations:



Here we begin to play around with a glass shattering effect, which in these early prototypes is still very crude, as you can see:



Here Fred has gotten his hands on the prototype and started making some graphics! The shattering effect is still pretty basic, though:

With more proper graphics it’s starting to look more and more like something that would actually appear in the game! Here the “summoning-shards” have better graphics, and we’re playing around with various sizes for the mirror shards as they shatter:



We’ve also been working on the elevator itself, adding some darkness to give a better sense of dept to the dungeon:

Pretty cool huh? It’s really exciting to see this all coming together :) Now, next week is easter here, and with the restrictions finally being out of the way for the most part, it’s time to spend some time with family!

Therefore, there won’t be an update next week, but the blog will be back as usual on Monday the 25th! See you then :)

This week we’ll be adding a bunch of improvements, starting with making the jump down from the Phaseman and Crystal boss maps a bit clearer! First up, the original:

And next, a bunch of different suggestions for clearer versions:

For now, we’ll start by adding the last one, and if it still isn’t clear enough, we’ll blend it into one of the other two after you’ve defeated the boss, to make sure nobody’s confused about where to go after they’ve finished the boss :)

Another addition is that of a temporary space in the shop, for before anything but the shop is available! Looks a bit better than the space beside the shop being completely empty:

The travelling alchemist’s shop also needs slightly more proper graphics, to show off the fact that it’s not just ordinary potions but super potions that are for sale there:

One of the things you’ve told us in regards to the current update-in-progress is that you’d like to see a slightly darker version of the Grindea boss battle area, as she tends to blend in a bit much during the fight!

As such, here’s one such darker version, which we’ll try out and see how it works:

For Fred’s Friday, we have a little sneak peek of something curious… A couple sketches for an elevator! Whatever is this all about? Stay tuned to learn more next Monday! :)

Now, time to showcase the second casino, which will feature a different kind of gamble than the first:

The Pin Collector will make an appearance as well, in a house that seems to follow its own physics (you will be able to see a background filled with stars through the darkness in the floor and walls – quite spacey! ;))

Next, with a battle against Grindea being imminent very soon, it’s high time to give her a proper boss portrait! Let’s have a look:

Next up we needed to make some adjustments to master Ji’s challenge rooms to remove the scrolling from it, so let’s resize that thing a bit!

Some more things some of you may or may not have already seen, the transition between Grindeas health bars and her cool space wings:

Have you reached the Grindea battle yet? If so, what do you think? :D

And weee’re back! This time, let’s take a look at some of the backgrounds you may or may not have already come across in the meatshield update, which has been up for a little while!

For information on how to access this super crude and potentially buggy version of the beta (at your own risk), come on over to our Discord and have a look :)

In either case, here’s the first of a few new backgrounds, featuring the arcade mode version of the ice cream parlour:

Next up, Master Ji’s dojo:

There’s also a mystical cave where a giant lood and its underlings hang out, ready to provide you with some loot! Let’s have a look:

There’ll also be not one but two casino’s opening their doors in arcade mode! Here’s the first:

Of course, Fred has been busy as well, making animations and other new stuff for the update, such as this ice cream eating animation and a couple fancy wings you can get yourself in Arcade mode by trading in your essence:

This week, we’re starting off by adding a new currency!

This is golden essence, which like normal essence can be traded for rewards at Bishop’s in Arcadia. We’re also thinking you’ll be able to trade a (big) amount of regular essence for one of these. The reason we came up with this currency is because we thought it’d be a better reward to get in that final floor chest, rather than getting the rewards themselves. This way you can pick and choose whatever rewards you want in any order (except for some that you will need to unlock by completing Arcade Mode in all difficulties), and it seems a bit clearer that you always get a reward of golden essence rather than an arbitrary number of rewards only to suddenly not get any more.

This way adding new rewards is more streamlined as well – if we decide to add more rewards, Bishop will simply update his shop rather than you having to complete arcade mode once again to see what sort of item(s) we’ve added!

Next, we wanted to add something fancy for when you manage to finish off one of those new and spicy floor-wide bets, so I threw together a little background for a room in Bishop’s realm where you get sent once you’ve cleared the floor:

Next up, we wanted a wagon for the potion salesman that sells you Super Potions, so I made some tweaks to Remedi’s old thing in Arcadia to better fit the salesman we have in mind:

And here we go, the second attempt at that bad-ass fae, Badasu! This one looks a little more badass, no?

Meanwhile in Fred’s department, it’s all about hands! Grindea’s hands, to be precise! Have a look:

This week is all about the shop, which will now get a proper indoor map, where it’ll share its space with either Little John, Farmer Oak or a potion salesman that allows you to change which pots you have equipped. For now though, let’s start with the regular shopkeepers part of the room:

And here’s what it’ll look like what the shop is shared with Little John, who will let you upgrade your bow:

Next, what the shop will look like when it’s shared with Farmer Oak and his pet taming-item store:

And finally, this is what the shop will look like when it’s sharing its space with the potion changer:

Meanwhile in Fred’s department, he’s been working on a pretty epic animation featuring giant Grindea opening her eyes! Let’s take a look:

In this Monday’s Meeting, it’s been all about perks! We haven’t had a lot of those before, so we’ve spent some time thinking about what more interesting ones we could add. Here’s a list of our current ideas:

* A perk that gives a low chance of pins dropping from defeated enemies

* Arrows deal more damage

* Bigger chance of getting a specific type of event room (we want at least one of these for the fishing rooms, since it can be quite a challenge to catch all of the fishes, however, we haven’t decided 100% yet if this will be a perk or a quest or an item of some sort)

* Bigger chance of Loods appearing

* A perk that guaratees that you’ll get a pin as a reward after a challenge win

* A perk that gives you x gold at the start of every new floor

* Bigger chance of getting card drops from enemies

* A slightly wider selection of items in the shop

* A perk that lets you start with an HP potion

* A perk that gives you a good 1h weapon at floor 5

* Same as above but for 2H weapons and magical weapons respectively

Do you have any ideas for more perks? Let us know what you’d like to see! :)

Next up, I’ve made a test for a portrait of that fae that comes along to help you fight against bosses (for a fee). However, this is only the first try, and after some discussions we’ve decided we’re probably gonna give him a slightly different look, making him look a bit more badass. For now though, here’s the old version:

Next up, in preparation for another one of the rooms, I’ve made a bunch of Super Potions. These potions can be bought from a potion salesman that appears in questionmark rooms, and the potions themselves are stronger and last longer. To start of with, the potion salesman will present you with one random potion of the selection below, but if you pay up some essence you’ll be able to unlock a second slot in his shop which will also feature a random potion:

Now, time for a newbackground! This one features the Spa, where your character can regain some HP by standing in the enchanted pool:

In Teddy’s department, let’s take a look at a new interface of sorts, featuring Bishop as he provides you with a bet! Now he’ll appear in the lower right corner to remind you of the bet you’ve taken:

Once you finish the bet, he’ll disappear, as shown above, and appear in the middle of the map instead!