Polishing continues...
Content-wise all of chapter 1 is in there, I am now focusing on polishing, updating assets and fixing bugs. The game has received a big visual overhaul at this point concerning almost all maps, some characters and quite a few of the enemies.
I am also making the enemies a bit sharper, adding an additional move here and there and some forced actions to make them more interesting. Some enemy sprites have been completely replaced while others have been slightly improved, adding additional movement for instance.
Other more subtle systems are in the work as part of the final polish of chapter 1. Fun value system is in place but gives to few output options at the moment.
Tying phantasm to "sanity" in a way reminiscent of Eternal Darkness is in the works. At the moment I am putting in additional horror effects here and there, in time this will be tied to emptying your phantasm continuously, providing more connections between the gameplay and the story.
3-4 weeks, give or take, and chapter 1 will be finished and work on chapter two can finally begin. I will do what I can to reduce the filesize... but do not expect too much.
Files
Get Dreams of Joy Departed
Dreams of Joy Departed
A surreal RPG. A tragedy with turnbased combat and a hidden morality system.
Status | In development |
Author | horbror |
Genre | Role Playing, Adventure |
Tags | agdg, Atmospheric, Horror, Indie, Singleplayer, storygame, Surreal, Turn-Based Combat |
Languages | English |
More posts
- /v3 UpdateJun 22, 2024
- DD Update - Haterun in, Punisher ending in, visual updates for act 2.May 04, 2024
- Haterun ACT 3 is inMar 26, 2024
- DD Demo is up, more haterun content added.Feb 29, 2024
- Updated act 1 with some additional polish.Feb 24, 2024
- Normal Ending is inFeb 14, 2024
- Demo4 featuring the Saviour Ending is upJan 04, 2024
- ACT4 INTRO CUTSCENESDec 15, 2023
- Demo3.1.4 UpdatelogNov 07, 2023
Comments
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Looking sharp. Everything looks noticeably more detailed with all the tiny animations and such.
It never occurred to me to question why the game is so heavy. I simply assumed it was because of the music.
Music and the "video cutscenes" are the biggest culprits, and choosing not to use tiles and instead basically treat all maps as big images. It creates a more erratic impression I think and makes things less orderly which is mainly why I went that way.
Also: thank you!