Added a new enemy — a poison marshmallow with a bottle on its back.
Simple to implement, but it changes the gameplay quite a bit. When killed, he leaves a pool of poison behind, forcing you to think more about where you kill him.
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Wyrdgrove demo update!
Two locations, two bosses, two weapons — the current demo is finally taking shape.
I also added new enemies, sounds and effects.
The updated demo is now available on https://t.co/lsqgUl9fTG!
https://t.co/pWP0hnLnoC
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Added 2 new enemies to the second biome.
Bombardier attacks from a distance with arcing projectiles and leaves poison puddles.
Summoner stays back and summons other enemies.
The second biome is getting more dangerous.
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Wyrdgrove — new gameplay trailer
A top-down survival game I'm making solo.
Two areas, different enemies, weapons and upgrades — and more to come.
The demo is available on https://t.co/lsqgUl9fTG:
https://t.co/pWP0hnLnoC
#MadeWithGodot#GodotEngine#SoloDev#IndieGame
I just released the first demo of Wyrdgrove on https://t.co/lsqgUl9fTG.
If you have a minute, give it a try and let me know what you think. Any feedback is welcome.
https://t.co/pWP0hnLnoC
Almost 9 months of development, and it’s finally playable by someone other than me.
Today's progress: the main menu is done.
The demo is almost there.
Just a few things left:
Victory screen
Defeat screen
Music
Sound effects
Then I'll start working on the Steam page.
It finally feels like a real game.
#MadeWithGodot#GodotEngine#SoloDev#IndieGame
After a lot of playtesting I scrapped the currency system.
Blue orbs are XP now, and the game feels much better.
Healing apples are in too. They stay where they drop, so picking one up becomes a decision instead of an accident
#MadeWithGodot#GodotEngine#SoloDev#IndieGame
I finished the final upgrade for the Stone Companion. Super Rock now wields a giant axe. Next I'd like to keep expanding the companion system with more evolutions and abilities.
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Finally finished the Magic Lantern's final upgrade. It now releases a magical shockwave that damages every enemy in range. Couldn't get the shader working, but I like how the code version turned out.
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Added a new weapon: the Magic Lantern. Unlike the Staff, it's a melee weapon that damages enemies on contact as it orbits the player. I'm still working on the visuals, but it's already fully functional.
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Finished the upgrade card system today. Nothing fancy yet—the goal was to build a solid foundation first. Now adding new abilities only takes a few lines of code, so I can focus on creating more content and balancing the game.
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