Some minibosses


I progressed a fair amount, so I thought I may as well share a few tidbits.

First, minibosses. I’m occasionally adding filler boss enemies that have no plot relevance, and are only there to test out a specific game mechanic or something. Such as this guy:


A retroactive boss added to Mount Psylumo (because that place really needed a boss at the end), and also teaches the player a very basic gravity mechanic: Fling. This guy hurls rocks at you in straight or diagonal lines. Its attacks are very predictable, but also very hurtful.

There’s another similar miniboss that plays around with electromagnetism. This one summons obstacles that fire in all cardinal directions every turn.


Of course, you can use cards that do all of these things later on.

On a different order of things, the material display screen will now show in which dungeons materials can be found. It was a pretty useless screen before.


I also finished drawing/emoting a few more characters that I will be needing this chapter. I think I’m only missing one more dragon character for one scene and then I’m done drawing characters for this chapter. (Although I still need a few more card and battle graphics)

Other than that, a few QOL improvements (I really need to create an “options” menu somewhere), and I got most gimmicks for relevant boss enemies working. Healing every turn? Working. Only receiving damage if it’s the unit with the greatest health? Working. Still acting at 0 health? Working.

What’s next? I’ve got one small final dungeon to prepare, just a bit more of dialogue to write (dialogue is like 95% done), and I’ve got to code in a few weird gimmicks for enemies in that last dungeon. I’m still not even sure how the final boss for the chapter will play out.

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Being able to know where to farm certain materials sounds really helpful.

"Still acting at 0 health? Working." 👀💦