Some improvements for tech points. You now see a little popup indicator thing appear, as well as a (permanent, non-fading) status label message when you gain a tech point for skillful memory. πŸ’ͺ🏾🧐

Quite possibly the final title screen for . It's Good Enough for my needs, and readable - especially with the plain-text title print-out under the ASCII art.

Thanks to @mr_dude_III for the tips, man you're even good at ASCII art! πŸ˜πŸ‘πŸΎ

Made one of the final changes for Eman Quest before release: separate options/sliders for audio volume.

Implemented player feedback and made corridors in dungeons 2x wide. *All* of them. As a result, we no longer have doors.

I put a lot of effort into doors 😭 but accessibility/traversability is more important.

Working on end-game events for . Won't give away spoilers ... shooting the ship core causes energy to just splay harmlessly off it. πŸ§πŸ€”

FlameTail. I've never accepted a recolour of anything for this game because the environments are so limited, but for animation this good, with just 18 days left to go, I'll take it.

Went with a Charmander style flame.

Recoloured chasms so they're more visible - before, they used to be just black voids in the ASCII style. Now, they have a dark background, so they're visible in both display modes.

Thoughts?

Added a "fully saturated" palette option to make monsters really, really clear. It was an / request.

What do you think? With regular palette, the monsters are all just varying shades of blue, instead.

First cut at using a solid-colour wall/floor for my (requested /#a11y feature). It looks pretty decent (considering I prefer that classic look).

Weekly Patreon update. A hardware problem severely impacts our ability for post v1.0 releases.

patreon.com/posts/28209339

Redo of the crab monster (first is original which was shrunk and cleaned up from a picture; second is a fresh drawing).

Data-cube menu works. In the rare case where you skip cubes, it leaves gaps, prompting you to think about what you missed. πŸ€”πŸ§

Small bug, big fix: Godot renders some hints under other controls. If it's something I can't fix in my project ... πŸ€·πŸΎβ€β™‚οΈ

WIP sub-menu in-game. You can use it to review data cubes (story items you find), or to quit the game entirely (no save/autosave yet)!

Got rid of that starry background completely. Here's the new area-select screen, with a clean background.

Final title screen. I think it looks πŸ‘ŒπŸΎ! This is the 5th (or 6th) version and the 10th+ iteration.

Wasn't too crazy about the waterfall tileset, but the titlescreen at least doesn't convey a sci-fi feeling (unlike stars).

What about this? A collection of our heroes and some bosses.

I don't know what I'm doing.

Is this a better titlescreen, or the previous one (starry background, styled shield, spear, etc.)?

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