@corhoonx Thanks! That was the surprise for me too. I almost added a big explosion, but the silence did more. Going to keep the SFX minimal for the finale. ๐
The ultimate spell is in. ๐
Galaxy Tour: a purple portal opens under every enemy and they slide silently into the ground.
No screams, no explosion. Somehow creepier than I planned. ๐
#gamedev#unity3d#indiedev
@EgeMustafaCelik Exactly, Dark Orb stays your main tool the whole run. Right now it's more of a feel thing: kills feed the counter and the spell unlocks. A proper charge bar with progress is planned in the UI pass, so players can see it fill.
Crimson Requiem devlog ๐พ
5 waves, 7 spells, 4 sky-rain hazards: the full loop is playable. 5 enemy types are in, and today the boss joined the arena. Slow, massive HP, and devastating if it reaches the line.
Next: add spawns and the ending.
#gamedev#unity#indiedev#devlog
@EgeMustafaCelik Good question! Spells cost charges, and you only earn one by killing 10 enemies with your basic Dark Orb. Every spell also has a 15s cooldown, so you can't spam any of them. The strongest one is only worth casting at the right moment.
Devlog: sky-rain hazards for The Crimson Requiem ๐ง๏ธ๐ฅ
Smoke rises for 3s... then a random hazard crashes down on that spot. It hits enemies AND Yami, so use it or get burned by it.
Data-driven: new hazard = new asset.
#gamedev#indiedev#unity3d
Happy accident in my Unity game: the hit shake was wired to burn damage, so the whole 5s fire spell is now one long violent rumble. Didnโt plan it, not changing it. ๐ฅ
The Crimson Requiem, spell 6 of 7 (the ultimate is next).
#gamedev#indiedev#Unity
@rohanpoundarik There are definitely fair tells built in! It doesnโt just blindly punish you. A sharp player can absolutely catch the variation on their first run if they don't auto-pilot their muscle memory.
The Crimson Arc V2 is live.
10 Voids. One Egg. Zero Mercy.
I spent 2 weeks conditioning players to trust patterns.
Then I built 10 levels to break that trust.
There's something waiting underneath the final level.
Play free ๐
https://t.co/8MACU4RDA8
#gamedev#unity@itchio
@Latiencur Letโs gooo! Youโve got this! ๐ Hands down the best compliment a rage game dev can get. Don't let the Voids win, I need to see your name on that global leaderboard! ๐ฅ๐
Put yourselves to the test, because it's genuinely addictive ๐ฅ๐ฅ๐ฅ
And even being as clumsy as I am, I'm hooked, I have to make it to one minute, or I'll get seriously depressed ๐๐ ๐ฅฒ๐ญ
The Crimson Arc V2 is live.
10 Voids. One Egg. Zero Mercy.
I spent 2 weeks conditioning players to trust patterns.
Then I built 10 levels to break that trust.
There's something waiting underneath the final level.
Play free ๐
https://t.co/8MACU4RDA8
#gamedev#unity@itchio
@PlayGameGen Death count is part of the game now โ it affects your Aura score that competes directly against mine. The more you die, the stronger I get. As for what's underneath... you'll have to survive first ๐.
Devlog 22: The Final Level. "Crimson Arc Void" ๐
Red on red. Non-stop horizontal blocks.
Zero room for error. The ultimate test of muscle memory.
And There will be Something waiting for you Underneath .
Can you spot the pattern? ๐๐ฎ
#IndieDev#gamedev
Devlog 21: Level 9 "Bleach Void" ๐ช๏ธ๐ค
Died 20 times just playtesting this one. Added rotating red blocks for decoration, but the real danger is as chaotic as ever.
Can you beat it? ๐๐ฎ
#gamedev#RageGame
Devlog 20: Level 8 "Mugen Void". ๐๐
Pure sensory warfare. Invisible blocks. A 0.6s reaction window.
The loop: Hear the 'whoof' SFX โก๏ธ Guess โก๏ธ Dodge. Auto-pilot won't save you here. ๐๐ฎ
Next up level 9 and 10 -> Bleach Void and Crimson arc void The Finale
#gamedev
Devlog 19: Level 7 "Molten Void"
If you thought you had my patterns figured out, think again. This map is built to shatter your focus.
4 twin-pair blocks moving in a zigzag patternโexcept the last pair waits until the final second to move.
#gamedev
Devlog 18:The Crimson Arc
"How To Trick and Egg"
Level 6 : Hollow Purple. ๐ช
It's a lesson in visual misdirection.
Decoys lure your eyes to the top while your blind spot gets targeted below.
#gamedev
Devlog 17: "13 Jumps || Most of them are Lies." ๐ง
Level 5 is pure psychological warfare. Iโm testing the player's patience by weaponizing bluffs. If they panic and spam jumps, they fail. patience is main enemy.
Built in 1.5 hours thanks to early planning! ๐๐ฎ
#gamedev