Platforming sections from the demo. Enough variety, or is something missing? #indiedev #metroidvania
Demo's combat, as it stands. New: slash wave perk, a bit of polish.
#indiedev #gamedev #metroidvania
Still working on the platforming.
#indiedev #metroidvania
New bombs built around the game's risk-reward design, and a reason to use Charge Throw.
#indiedev #metroidvania
Added a new Overload effect and reworked enemy deaths. Every robot now shatters into scrap.
#indiedev #metroidvania
Five regions from Sylvaris: Black Reign. Which one has the best atmosphere to you?
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Reworked the purple area's environment design. The old version didn't feel cohesive, so I redefined the area's visual language and rebuilt the parallax system, so the background layers now move with proper depth. Showing just one room here. Here's a quick look at the development process!
What do you think of the new atmosphere?
#indiedev #gamedev #metroidvania
The test room design for the new area is ready!
I'm testing the environment design before creating the final level. Here’s a quick look at the development process!
What do you think of the environment's atmosphere? ⚙️✨
#indiedev #gamedev #metroidvania
Skill upgrade system is ready!
A new NPC, an interface for perk upgrades, and tiered skills have been added to the game. Here's a short gameplay video from the development process.
#gamedev #indiedev #metroidvania
Trying to make the early-game combat way more engaging! Added a Deflect and Slam Attack to the base moveset.
Later on, upgrades will add AoE to slams and reflect laser blasts back at enemies.
How does the feel & impact look so far? ⚙️💥 #indiedev #gamedev #metroidvania
Combat was starting to feel one-note, so I added a combo system to make it more fun and give it real depth. Next up: up and down attacks, plus perks that build around the third hit. #indiedev #metroidvania
Second trailer is finally here.
Take a look and tell me what you think👇
#indiedev #metroidvania #indiegame #wishlist
Development continues. New this build: a map marker system, fresh SFX and atmospheric music, and a reworked Overload risk/reward balance. Buffed enemies now only take damage while you're in Overload, so you actually have to commit to it.
#Metroidvania #GameDev #IndieDev
If you'd like to add it to your wishlist: store.steampowered.com/app/4…
