Devlog.01 - Thank you & Plan for the future


Hi everyone, we're a week after launch and even though the gamejam is still on-going, I do want to keep in touch about the state of things.

First of all, I do want to appreciate every single one of you that gave feedback, shared with friends or even if you just sat quietly in your room enjoying the game, it all adds up to the experience of my first game launched to public. To everyone in my close circle in discord that provided tons of feedback, to other awesome individuals that also participated in the jam and were nice enough to stop by with their impressions and to the amazing RPG Maker community in Reddit that were very active in voicing their feedback: Major Thank You.

With that being said, I collected all the feedback across all platforms and gathered my thoughts on all the things I didn't have the time to do and came up with the following list of improvements that I want to implement next:

  • Integrate 1920x1080 native fullscreen resolution;
  • Fix bugs (Castle Door, Spike Traps, etc);
  • Improve game audio with off-RTP music;
  • New game font;
  • Create off-RTP art assets:
    • Character sprites;
    • Enemies;
    • Cutscenes Art;
    • Create Parallax Mapping overlays for realistic shadow/light;
  • Add indoors assets to be able to go inside houses;
  • Add new dungeon types with brand new enemies:
    • Underwater;
    • Graveyard;
  • Improve the UI:
    • Message dialogue, Options, Crafting.
    • Menu hand-drawn character art.
  • Improve the UX:
    • Crafting with equipped weapons.
    • Improve/create tutorials for mechanics.
  • Overall balancing changes and map orientation for puzzles:
    • Boost EXP drop by mobs;
    • Add elemental effective/ineffective to mobs/party:
    • Fire; Thunder; Water; Ice; Earth; Wind; Light; Dark.
  • Expand existing content with new areas:
    • Add side quests to provide additional storylines, rewards and lore;
      • Character backstories.
      • More in-game cutscenes.
    • Improve environmental interactions (destructible objects, hidden paths, etc).
    • Specific areas that need more attention/content:
      • Expand the floor 7 fire dungeon;
      • Add new layers to the floor 2 castle (like a basement or an upper floor);
      • Overall improvements to all existing maps;
  • In-game achievements;
  • End-game content:
    • Hard mode (??)
    • Endless Dungeons (??)

Now with that huge list out of the way and without the short deadline of the gamejam, the next goal is to have a playable demo by Steam Nextfest in October 2024 with as much improvements as possible. So if you like the prototype you played and are interested to see what comes out of it, make sure you follow here on itch.io as I'll be updating with more news soon!

Now go enjoy some games and make sure to share the love with other games from the PirateSoftware GameJam!

tldr: Many thanks for the support; Here's the list I compiled of all the feedback and personal vision for the game; Stay tuned for the final Steam demo in October!

Leave a comment

Log in with itch.io to leave a comment.