So, the urge to gamedev is back but I don’t really have the time and energy to spend making fancy pixel art… That means I won’t be continuing my Space Game right now.
Instead I jumped on the roguelike wagon (seriously, there’s millions of these…) and decided to work on a small project that you can check in the video above.
It’s still in the very beginning but you can already explore a small map and find creatures along the way.
I’ll be sure to post this on itch.io as soon as I add any interesting content.

The multi-character system is still a work in progress but is slowly getting somewhere.
Not yet sure about the panels graphics though… I think it occupies too much of the screen when you have 4 characters (like in the video). But I do need the space to show the character’s information like HP bar, EXP bar and statuses (sleeping, burning, etc)…
Also, the enemies side panels are now red for better readability.
I’ve also been thinking about the inventory system. I want the player to be able to equip weapons on their characters and swap them freely each turn.
I’ll be making an inventory mockup as soon as I’m happy with the multi-character stuff.

Started coding the “multiple characters” feature.
Still full of bugs but the very basic system is in. Basically, you can now deploy another character when on battle and you control them on their turn.
How it’ll work:
You have a main character wich will be the only one controllable/visible outside of battle. But when a battle starts, you’ll have the option to deploy your other characters on any visible tile. You choose where, when and wich characters you want to deploy.
So, for instance, if you have injured characters and nothing to heal them with, you may choose not to deploy them.
You CAN’T remove a character from battle after deploying them.
You can deploy them at the very last turn, though, so that they win EXP without having to fight. (I might change this so that every character wins EXP even if they were not deployed. Not sure yet)
If your main character dies, Game Over. If any other character dies, no worries… go hire another one!

Back from vacations and already working on the next build.
There’s already a few new things you can see on this video:
- a placeholder player portrait;
- enemy side panel’s look improved and cleaned up;
- improved tileset;
- cleaned up HUD;
These are minor things though… The big features I’m hoping to add on this build are:
- multiple controllable characters
- on-battle weapon selection/inventory system
- character customization (this one is not top priority though, so may not be on this build)

With a revamped hud, turrets, new enemy abilities, new bugs, etc…

You still there?? Go play it on itch.io!
Test it, tell me what you think and spread the word!!
All the feedback is much appreciated!
Thanks!

I’m going on vacations next week for 2 weeks (whohoo!) wich means I’m not going to do shit for 2 weeks, but I want to release build 0.1.4 on itch.io until then.
I’m still working on the UI and there’s still a handful of panels I want to add (enemy info, current weapon info, etc…), but I’m not sure they’ll all be ready for the next build.
Anyways, I’ve finished the loot panel (image above). (Looks good, yes?)
Working on the Enemy info panel now. It’ll show the selected enemy HP, ATK, ARMOR, etc…

Making the UI is a tedious task:
Draw a panel in photoshop -> add it to the game -> test it in-game -> place text in aprox. coordinates -> see where it appears in-game -> its nowhere near where it’s supposed to be… reposition text - > test it in-game again -> reposition again -> test in-game… looks cool! -> repeat for the buttons -> don’t like them in-game after all the work of putting them in-place, redraw buttons -> look good. on to the next panel -> repeat.
Anyways, I’m gonna sound like a noob… but I’m really proud of the current game ui. It’s a slow process and as you can see in the video, there’s still parts of the old one there (the purple and white stuff in the middle) but it’s coming along very nicely.
Oh and ignore those blue rectangles. That’s placeholder art for the loot.
What do you think?

No larva is safe if the turret is in place. - Einstein
For 40$ this beauty will shoot whatever is in front of them… 3 times! Pew pew pew! You can also change its direction any time… wich is also cool.
It’ll be released on the next build (in a few days).
Meanwhile, you can test the last build (0.1.3) on itch.io - it has lots of bugs so it should be fun!

{ Play here }
Fog of war is in (and improved from last post), enemy stats are now randomized plus lots of bugs fixed!
12/07
Enjoy my work?
{ Buy me a coffee } { Ask me anything }

Added fog of war!
Also, missed bullets will fly on a different direction now and enemies have randomized stats (hp, attack and evasion rate)!
{ ko-fi } { itch.io } { Ask Me Anything }

The new game HUD is colorful, informative and clean. And it’s almost finished. There’s still information to display but I haven’t figured out just HOW to display it.
I won’t be releasing this build just yet though. I want to add that [F] attack (it’s a grenade btw) before i do.

Today I’ve reworked the combat turn system as per suggestion on itch.io.
I’m also currently designing the game HUD as you can see on the image above.
If you like my work, consider buying me a coffee :)
Feel free to ask me anything!

I’ve reached build 0.1.0 and decided that, starting now, I’ll be releasing each build on itch.io so anyone can test it.
NOTE: Obviously, the game is in a very early stage of development and, as such, you can’t really do much, there’s tons of bugs and most things should be consider not final!
01/07
*Q: Why do bullets and skills cost money to use?
A: The game is about completing missions and earning money. So, to make things interesting, the disposables you use will have to be restocked at the end of each mission.
By disposables I’m referring to bullets and other items such as food (used to heal) and utilities (like grenades or med kits). Although right now i’m calling it a “skill”, healing is actually done by consuming a piece of food, and that costs money.
The idea behind this is to make you choose very carefully your course of actions: “What’s more cost effective right now: to shoot each of these larvas one by one or to throw this really expensive grenade at them?”
This also means that, if things don’t go as planned, you may actually come out of a mission with less money than you went in.
That’s why you’ll have a counter on the top right of the screen showing you how much you’re spending on the current mission. And below it’ll show you the prize you’ll get by completing the mission, so you can easily compare both values.
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Any comments and/or suggestions appreciated :)
If you enjoy my work, consider buying me a coffee :)
Don’t be afraid to ask me anything!