Combat Overhaul, Demo, and Delays

Hello everyone,

Two weeks ago, I released the devlog for the combat overhaul, and I realized I haven’t made a blog post about it – so, here it is! Here’s the video if you have not watched it yet.

In summary, I added the new grunt enemy to test out the existing enemy frameworks, and I also added a turret enemy. The addition of these new enemies helped me to set up an enemy system that can be the foundation for all future enemies, and it was also helpful to test the combat mechanics of the player. I also tweaked the dash attack and the downward dash stab – the dash attack now damages all enemies that you dash through, and the downward dash stab locks the direction to straight down.

I also implemented the dash energy bar, which depletes when you dash and regenerates when dealing damage to enemies. In the future, this bar will serve other purposes, but I am still working out those specifics. Visually, I added blood particles, body parts, and flashes to aid the feel of the combat, but there is still a long way to go until it feels as good as I want it to.

Now, jumping to the present: unfortunately I have not been able to work on the game at all for the past couple of weeks. I had to take the time to refocus on school to catch up in certain classes, and as a result I am very behind with this month’s goals. This week is finals week, and afterward I will be able to continue on the game at full capacity.

The combat demo is yet to be released, but during the week of the 21st I intend to release the combat demo, and catch up on much of the lost time from the last couple of weeks.

Despite this setback, this does not change the release date of January 2022. When planning out the development schedule, I allocated a buffer period of about two months to allow for unexpected setbacks.

Once again, I apologize for the lack of updates, but development will continue as normal soon.

What happened?

Hello everybody,

I must admit that it’s my fault that there has been no activity on the forums or on the site. So much has happened since my last post, and I’ll try to capture it all in this one.

First of all, Nesus was put onto Steam Greenlight. It’s not doing to well at all, and the outcome of the Greenlight is the opposite of what I was anticipating. My first Steam Greenlight project was a learning experience, and now I’m more prepared for future game releases. I’m planning on putting Crevis onto Steam Greenlight before summer ends, and hopefully it will do better than Nesus.

After the first few days of Nesus’s Greenlight, I decided to take a break from game development because it was so heartbreaking to see the Greenlight filled to the brim with “no” votes and negative responses – people didn’t really like the idea of the game.

I’m going to start focusing more on Crevis now, as it’s the game that started all of this.

Until next time folks!

I’m back

Hello everyone,

It’s been a while since my last post. I’ve used these months to take a breather – to be refreshed. It has been very stressful in school during these last few months, and I am ready to return to the games that I have promised to release… and these are not promises that I will break. I will work on Nesus 1-2 hours every day, and it should be ready in early October for release.

Crevis is paused at the moment, as I am focusing on Nesus.

I’m sorry for the long stretch of silence… let’s hope that we can have a good end to this development year.

Until next time!