Monthly devlog: October


It's time for October's devlog!

Seems like a month has already passed since the last a devlog, so it's time to update you on what features I've working on. I feel like this month I've done less work than usual, which I hope is not a trend going forward. Maybe it's because I've only worked on the second boss and even its normal version is still incomplete, so I don't really feel like I've accomplished as much as in previous months where I'd fix long standing bugs or introduced new QoL features.

But - what did I say just now? That's right, I finally have some updates and sneak peeks of the second boss of the game!

First, let me remind you of what the design of this boss is: it's a chess inspired boss, where you move in a 8x8 board and the projectiles mimic the movement of some chess pieces. Namely, pawns, rooks, bishops and queens.

So with that said, I'll just share with you some gifs of those pieces in action. Please note that neither any of these attacks nor the art and animations used to represent the game objects is final (though I may upload a test version without the final graphics and music if I finish the boss before I get them).





Here you can see the pawns in action. They move slowly, so they are kind of annoying to deal with as you can't just dodge them once a forget about them: they stay on the playing area for a long time so you have to constantly plan your movements around them. They are polite though, so they will not go over crystals if possible. This is because the pawns moving over crystals when they where about to break was really annoying and punished you for playing correctly and taking your time before picking them up


Next we have the rooks. They move in a straight line and probably are the closest thing to an actual projectile that this boss has.

Bishops also work as you'd expect and move diagonally.

And finally here you have the queen. It follows you around the playing area and always chooses the move that brings it closest to you, if it cannot directly hit you. Having two or three of these in one of the hard modes feels like it'll be a lot of fun.

I'll also say, just in case, that the grey board spaces are the spaces where the pieces can actually spawn. No piece will spawn on top of you as long as you stay within the white spaces.

And that should be it for this month's devlog. As I said, it doesn't feel like much, but at least it's progress. I hope to have an update soon so you can test the boss and give us some feedback, but I don't know when that'll be. I'll be updating you through these devlogs as always, so I hope to see you next month too! Have a good one!


If you are interested in our social media:

Blackphilip (makes the music)

- Carlos Rodas (Rourrodas) (makes the graphics)

- My Twitch channel, where I stream myself developing the game almost every Monday and Wednesday

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