Really proud of these. I've taken the time to make generic models so that I can easily reuse the animations.

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Enemies in and moving around. adding a shield skeleton next. requires 2 hits to kill. one to knock the shield away, another to kill it. I have to more actions to add. and then figure out how to do ranged enemies.

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got hex in and moving. Adding the enemies, and cards in tomorrow. I have an idea that is kind of a sidestep of the deck idea. should be a good test.

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Added a new creature to the bestiary!
The recipe is: lion + scorpion + bat. Meet - the Manticore!

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All of the low res dudes so far, probably I should do a Darkest Dungeon like game with those.

Have you some character concept I can add to the bunch?

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Elegant boss bandit with his stand, Sound of Silence that allows him to controls the sound around it

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We're preparing our next project... burning Robi in purple flames with a in by

The shader makes a dynamic particles emission mask, so flame particles spawn where Robi is dissolving.

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2nd pass on Kimi's idle animation. Used an addition layer for the sword's blade.#2danimation

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Working on some more visual tests for snowy courses in ! 🌨 Touched up my dual parabaloid system for drawing onto a spherical surface and it's working pretty well!

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Time for cardinal sprites! Makes more sense. Also, now which direction your character is facing will be a mechanic just like in other tactics games (FFT) .

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Can't decide which Insert/Append icons look better for our level editor

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My game used to be structured linearly by level, and it could be speedrun in a few minutes. Combining them together creates a maze with branching paths that's quite easy to get lost in, and is absolutely gigantic.

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