

Ok, so .. been an extremely busy month since my last devlog. Had some water damage to fix at my house, and several other inconveniences to deal with. I decided to put a pool in at the house for the kids and that's also become a massive project. Oh, and Clair Obscur also released, which has been stealing WAY too much of my time! (Didn't even know a game could be this GOOD!! lol). Anyhow, while I've had most of the game's art and music finished for a bit, putting it all together and programming is very time-consuming. That said, I'm proud to be able to say that about 97% of the first act is finished!! I only have a few more things to add and fix before it's all finished and I can start work on other parts of the game! FinallY! Hahaa. Completing this will be a major achievement for me though, so I'm very excited. I believe I only just began building this act in November/Dec. and have made great pace so far. If this rate continues, I'd believe I'll have the game done in 2026. While I didn't log every single thing I did this month, here's a list including a bit of what I completed this month. New Features:
4 new enemies (battles included)
The cave dungeon in Salamander is complete!
Reworked my coroutines system (massive time saver in long run here)
New art for an act 3 area
Better save system setup (cleaner, faster, less complex)
Death animations! >:)
Added cars into overworld
Game over screen / transition / functionality, etc.
Bugs Fixed: I honestly stopped keeping track at some point but almost every bug I've identified in the game has now been fixed. I probably have less than 10 left to tackle! I didn't log every single one, but here are a few of the bigger ones.
Mare enemy twitchy movement
Battle completion transition issues at times
Death animation bugs
Several game over screen buggy issues
Player doesn't reset correctly after death
Enemy HP not always tracking correctly in GUI HP Bar
Fixed MAJOR issue with coroutines system, which will massively reduce each combat stage's dev-time moving forward
Fixed bug causing attacks to repeat twice at times in combat
Fixed dialogue issues in mini-game
Much more..,
I'll be trying to put more time toward the game in June, but have several personal-life obligations to tend to this month as well so we'll just see what all I can fit in. I'll likely be doing monthly dev-logs this summer instead of weekly/bi-weekly ones, but I'll still be working on the game as much as possible! Thanks for following!