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Hi Everyone!

A quick weekly roundup for the end of the month. There is an update to the build that contains a few small bug fixes and tweaks!


1: What's New?

So about 60% of this week was spent on making assets and the functionality in-game for a new public demo build. It's been about 6 months since I updated the public build so it was time to roll in all the improvements I've made for the game into a new public demo.

The public demo of course isn't the same as the full game here. It only has the first two levels as opposed to all 5.

I also made a trailer for it: You can check it out here: https://www.kangaroovideogames.com/wp-content/uploads/2022/07/Videopromotion_compressed_21rf.mp4 

The new public demo will go live on August 1st!

 

As for what else got done this week with that other 40% of time, it includes a number of bug fixes and visual changes:

  • Golems will now attack you once you're free of your bondage.
  • Lighting has been added to the game over screen.
  • The wall prisoner sprite has been edited a little to look better in dungeon mode.
  • Fixed up some dungeon walls sprites which had thin visual gaps.
  • Capturing logic for defeated cultists has been polished up so that once you have 3 cultists captured any more defeated cultists will just be rescued automatically. There's no change in player-choice, I've just removed an unneeded UI flow.
  • There shouldn't be any more transparent and untouchable lore shrines appearing in the dungeon.

So more-or-less just more work on trying to make the game more bug free and engaging!


2: What's Next:

With the work for the new public demo wrapped up the focus will be back on the game for September.

The first focus will be on that new enemy type! So next week should have some concept sketches arranged next week. 

If you have any suggestions for aspects of the game you want to see expanded or improved upon let me know in the comments of this post! :D


Cheers! :D

- Caroo

Files

Comments

gavin

Since there are lore pieces to collect will there be a codex menu somewhere for us to view at a later time collectively? I also just to toss an idea out there, I think a cool idea for gold usage would be to collect animations across the game for later viewage (traps, prisoners, etc) I think a lot of players would like that. Also I'd love to see some more feet tickling and tentacle based stuff B) good work so far, literally my only fav top down like game even with the fetish concepts

caroo

A codex for collecting all the lore is definitely desirable! I think that might be on the list of to-do's after making a new enemy type. For what the money is for, I do want to spend a month on the whole aspect of collecting money and exp and putting in some sort of RPG progression system. The game doesn't yet have a "Numbers get higher/better" aspect to it that's missing.

Anonymous

The lighting is a great addition to the game-over screen; one suggestion later on down-the-line depending on just how silent of a protagonist she's meant to be, some muffled/moaning VO depending on her gag. That, or some cheeky floating dialogue from the cultists about her capture. But really, more content featuring the Bindmancer herself would be welcome, she's a great design for a protagonist. Her UI portrait (wrapped-up by golems, perhaps?), trap animations, game-overs (still or animated), anything really. Still, solid work on everything so far. Looking forward to the new enemy design and the eventual Cultist Boss.