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janswca

@janswca

Joined August 18th, 2026

  • 36Devlogs
  • 2Projects
  • 1Ships
  • 21Votes
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12h 18m 24s logged

last playtests before shipping it soon, found some more inconsistencies and patched them, and the game is now mostly looking how i want it

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11h 6m logged

Noticed the sides of the screen were just permanently black, which is because the screen is twice as wide as it is tall, and the torch was a circle. Made the light an ellipse so it matches the screen shape. You now see about 14 tiles on either side of you instead of 7, and the top and bottom stay dark. Flaring fills the screen almost exactly, with the corners still falling off. Also made the torch something you can build up. There are four different upgrades now that extend it, so if you keep picking them, you finish the run seeing way more than you started with.

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11h 40m logged

Added elites enemy types this time, roughly one a room, with a ring around them so you can spot one coming and a guaranteed drop when it goes down.

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10h 22m logged

Most of the loot is still just numbers going up. 25 of the 29 affixes are a flat percentage, and only four of them do anything, so I want to turn a chunk of those into things with a verb in them, like your torch flaring on a kill or the first hit in a room always critting.After that, giving you a choice of two doors on the boss floors instead of the same 1 to 11 every single run.

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10h 26m logged

fixed the screen randomly going flat and bright, with no characters on it. Ashglass pickups were being made with a colour that doesn’t exist, which crashed the renderer mid-frame and killed all the lighting, and it looked random because ashglass only drops about one kill in twenty. Also, every floor generates differently instead of ten copies of the same dungeon in different colours, so the Cistern is flooded channels now and the Vault is six huge rooms. You can finally use abilities while flaring, since Shift turns the number row into a 1 to 5, which did nothing the whole time your torch was up. Toned the flare down; it used to light more than the whole screen. Plus the usual: stopped the hitching when you walk into new rooms, chest loot labels stack instead of piling on one spot, the Pyre was secretly two different affixes with the same name, and the help screen no longer lies about how many abilities you get.

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10h 8m logged

It’s back. After the last batch of improvements, I played through again this morning, and the same glitch that happened a couple of days ago is back. Now, whenever I use my special abilities, the game goes grey, I can’t see my character or any enemies, and even though my attachments register, I can’t really play the game. But nevertheless i have fixed it again. Hopefully this time it stays fixed

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12h 54m logged

Did though playtests of the game and marked down some existing issues, and looked at ways to improve, optimised the code, and started ideating what new mechanics and features to add before shipping it again. In terms of shipping, I’ll probably end up shipping by the end of this week.

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13h 4m logged

worked on more minor things, especially the colours, they all look pretty much the same but I decided to make them more varied as you go throughout your run

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10h 56m logged

Worked on improving the enemy encounter system. I found lots of glitches in it after making it for the first time. Sometimes, when you fough an enemny it woundnt update here and just many other problems but ive worked a lot the past 2 days working on fixing it and i think now it works, in my playtest, i havent found any more issues wth it. they update onto the list, maye in the future i could work on makeing this layout better i do think it it kind of lacking right now

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10h 20m logged

Just fixed a major glitch that caused this in the game, where you were stuck in this place and you just coudnt get out of it unless you resrated the game. likely due to the plethora of code changes I made. But this was

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5h 6m logged

Did it finally? Now the game saves to your browser cache. Now, as long as you keep playing in the same browser, you will not lose your progress, supposed to work though github as well but i havent tested that yet

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8h 38m logged

SPOILERS ABOUT THE END OF THE GAME But i started thinking about what happens after you finsished all 11 floors and then i decided that you would be somone who got stranded on a lsland and fell into a cave and at the end you get the whole backstrory on what happend before the caves basicly you would go to a beacon that you set up and call for help, in not sure about the details just coded and make the draft of the story

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10h 6m logged

Worked on a list of enemies that you encounter, and as you progress, you will discover more and more. Also, worked on, and revamped the final floor to feel like a complete boss battle, which is more expansive and, for the first time, not as cramped have space to move around. Still to come a new and imporved upgrade system a first draft you can see in the ss here where you can stack up to 5 special abilities which you wil gain by section as you progress

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11h 16m logged

Ok, the first batch of finished improvements is taking slightly longer than expected. I ran into quite a few issues while coding them, still troubleshooting

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