Levels and Mechanics


For this devlog I would like to highlight level design and mechanics. Now that the game is finished and ready for the Florida Poly Game Expo, I have been play-testing everything and  polishing the seams.

Levels:

-Additions to Castle Area, new rooms: Dungeon and Boss rooms.

Castle level triggers an intro cutscene.




Mechanics:

-Enemies, items, locations, and stats are fully integrated with seeded generation.

-Main menu now has a leaderboard where those physically at the expo can compete for top 10 runs based off points.

-QOL changes, including item comparison, UI hints for progression,  and falling/fading combat text



Be sure to follow the game and play it either in person or on itch for the Florida Poly Game Expo on Dec 4!

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