You are browsing as a guest. Sign up (or log in) to start making projects!

Mini Veshrown

  • 7 Devlogs
  • 38 Total hours

A tiny pixel art roguelike inspired by Brotato made to be fun and endless with a challenge.

Ship #1

Mini Veshrown! A arena fantasy roguelike with many races and weapons to choose from. This is a early release of the game so many things will change (like the ui) and possibly there are some bugs. I had a blast creating this game and improving the little details like the rain but the hardest part had to be debugging the hitboxes which took a while. I am always up for ideas and critiques for this game, but in the end I hope you enjoy it! -Cy

  • 7 devlogs
  • 38h
  • 9.10x multiplier
  • 350 Stardust
Try project → See source code →
Open comments for this post

5h 7m 34s logged

I am going to be busy for a bit so i have done some touchups to this game to make it playable and is now ready for a demo ship!!!

0
0
70
Open comments for this post

6h 53m 19s logged

Man I have done quite a bit lately. One of the main things that I have done Is I have added screen shake to make hitting enemies more satisfying. I added “pets” which help attack. I added the first boss. I have started work on a moon cycle that gives the player different advantages based on the cycle (in full moon there is also blood moon, blue moon and solar eclipse). I have also added some secret things too. I think that is most of what I have done ;|. -Cy.

0
0
36
Open comments for this post

4h 45m 35s logged

Things have been going smoothly lately and I have been getting a lot done. One of the things I have started is races. so far there a only 4 playable races in the game right now (Human, Werewolf, Kitsune, Voidwalker) and I am currently making them have special attributes. I have added 2 new maps and a secret song that plays when you get a rare item (the song gives a hint on my next major game that I have been spending the whole year on). I made the rain more realistic by having each rain droplet go at a random speed. I have also been working on the magic system, specifically shadow magic. Thats all I can think of right now that I did today. This game is set on the world I have been creating: Pomehgza. So my end goal is to have it as close to that as possible. I have also decided that this game is not set in a certain era so there are no extinct races or other conflicts. welp that’s that. - Cy.

1
0
91
Open comments for this post

7h 49m 46s logged

I have done so much to the point where I probably wont even cover some of the stuff in this devlog. One of the main things is I added descriptions to items in the shop and when you choose your weapon. Ive added multiple new items that do cool things like the Torch will have a chance shoot out a flaming arrow when you attack (this stacks), and the Water Bottle that causes it to rain and damages enemy’s if they get splashed (this stacks too). I have added new weapons like the phoenix katana (that needs a nerf), crossbow and arcane staff. I have added a new enemy that sits there and shoots at you with shadow orbs that go mach 10. Also I have not posted the new map I mentioned in the last devlog to i added it here too. - Cy.

0
0
74
Open comments for this post

6h 7m 48s logged

Ive been working on this a lot lately and added multiple features, like: homing projectiles, another map, slight development on the different races you can play, and 2 new swords (3 in total now). there is the default Sword with ok range and a 90 degree AOD cone, then there is the Rapier which has a tiny 20 degree AOD cone but far attack range (attack range buffs are doubled for this sword), and lastly there is the Great Sword which has a huge 180 degree AOD cone and double damage but attack range buffs are halved and has a short attack range too. I also added a very simple hud (just the health and wave right now). and that is about it. - Cy :)

0
0
70
Open comments for this post

4h 17m 12s logged

I have done a lot of work today! I have removed the ai boid code and made something better (and more simpler). I have added a wave system, so when you kill all the enemies, you will be taken to the shop then back to the game. When you hit a enemy, particles will emit to make the enemy look like its bleeding. You can attack now with a feature that haunts all my projects: raycasting. I also added a song that I made the other day into this game that uses organs from my pipe organ sim too! (the first picture is the heavy WIP shop, and the second is the arena). I will start working on the Cobra programing language once its accepted and recommendations come in :).

0
0
5
Open comments for this post

3h 25m 59s logged

first devlog of another project. I like to have 2-3 projects going at once so I dont loose interest in any. but anyway, I am making a tiny roguelike. I have normal enemys that chase you and then enemys that have boid ai and go in groups to attack you. I have many plans for this game and I hope I be able to finish it. (the cobra programing language and cyber game engine is still being worked on, the pipe organ simulation might get an update, but I think I call it finished)

0
0
10

Delete project?

Are you sure you want to permanently delete this project? This action cannot be undone.

All devlogs, followers, and associated data will be removed.

Followers

Loading…