Aug - Sep Updates


Overview: All the pieces are there for the ending, things just need to be plugged in and tightened up!

Due to an unexpectedly overwhelming game jam recently, progress was stalled for a bit in August and this is  a late update. Things are coming along  and I've been pumping out a lot of new content. As of now, I'm still on track for the 10/29 release, though there are certainly time concerns!

  • Rover battles are plugged in and working. The rover has 10 unique moves that are pretty overpowered (as intended!) and fun to use.
  • Final area has three trials - all are functional. #1:  milk chugging, #2: bonko ball, #3: boss battle.
  • Tower area (end of game) created. Full of art and custodians that help explain lore.
  • 3 more music tracks created (background music for space, government lab, and caves)
  • All battle backgrounds are completed and in the game now (total of 11)
  • Second to last boss is ready to go. Involved a lot of animation frames, but it's a cool fight!
  • Though controller support is pretty fluid, that has taken a back seat to finishing the game. There are a few spots that require very meticulous work in order to brand it with "full controller support" so that may be a post-launch feature.
  • Using the main menu now pauses the time scale (to prevent world events from happening while you're in menus)
  • Some enemies renamed to confine text to boxes (Unity's 'best fit' feature was being wonky)
  • A LOT of balancing spell power, rewards, currency, etc.
  • Better naming conventions for stats (all item descriptions are hopefully much clearer with how things affect stats)
  • Battles have a nicer depth order to them (enemies in back won't cross in front of others)
  • More things (mainly NPCs) tagged with thought bubbles and interactable notices.

Things are getting down to the wire but I'm so stoked to push this thing out into the world!

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