New account registration is temporarily disabled.
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Announcement

Merry Trickmas!



I start the post with a Merry Christmas! …ok, what is that particular tree with those little heads around it? And what happened to Lullabyrinth?

I wanted to make one last project (exactly the seventh of the year, like last year. I wouldn’t have made it in time with Lullabyrinth.

In addition, I wanted to unplug for a while) before closing the year.

And if it were Christmas like the good old DIS(CONNECT)? (who still remembers it?)

Only this time it will be a very short roguelike, which however contains everything I learned in a year of development.

The right difficulty, the right control of RNG, the right clarity of actions and decisions, the persistence and change of different artistic styles.

It will talk about an insecure illusionist who will participate in an event where he must make skeptics of his skills and magic in general happy.

Will he succeed? His skills, although they can be enhanced, are due to the toss of three coins, which contain his abilities…will you be able to face the problems that will be presented to you? Considering that the final boss will be different depending on the upgrades you acquire…do you still want to take them or leave them there?

…we will find out by the end of the year with Trickmas (title drop)!

Progress Report

Happy Holidays!



The holiday season has arrived! People are starting to go on vacation and get excited about the holidays. As one of those people, the Lullabyrinth project will be put on hold for a while due to rest, study, and holiday celebrations. With that said, I wish you a good evening and happy holidays! See you next week!

Progress Report

Fixing the Labyrinth (Part 2)



For this week, I knew something was wrong. And that thing is...I was making too much together.
So I decided to create a prototype in ASCII-like fashion in RPG Maker and then putting everything back
for the improved project. I am testing if 36 maps can be enough for the labyrinth, but for that...we will see next week!

Progress Report

Fixing the Labyrinth (Part 1)




Another week, another update!

Well, things happened, even if this "week" was kinda "weak".

But first, let's start talking about the Labyrinth itself.

Remember when I told you about the Lullabyrinth's structure of 4 areas with 16 rooms each?
At first, I wanted to finish the game at the start of the third area, but story-wise, the
structure I made doesn't make sense.

Why the Labyrinth must be a classic Labyrinth, with a beginning to the bottom and a end to the top?
What if someone just...avoid solving the Labyrinth and going straight to the end or from the air? Is it possible to make it without making weird excuses like: "you must do it because...you will get "showered of energy" from the inside of the Labyrinth and that's only way"...I don't know, I am making things up now, but you got the idea.

Even putting near every Sleep Eater at the end doesn't make sense, because going to the end and solving the Labyrinth is the same thing.

For now, I solved the problem of the exit by making the Labyrinth underground and a closed one and you now can't avoid the last two areas,
but I liked the idea for making a optional area so...we will see.

I made some names for the skills and I have almost finished them. I have in mind the seven Battle Styles of the enemies and how the character customization works. You must equip at least one attack skill and then...you choose what you want, even other attack skills if you want, as long as you have them. That's it!

Also, I am working on the new artstyle for the game, so I have not problems anymore about eye strain.

That's it for now! The full game will be more minimal, but I hope it will be eventually good and you will have fun with it!

Progress Report

Sophie cleaned her glasses and now she can see better.



This week was dedicated for making more clear battles possible and removing complex parts.

Sophie now is able to analyze the enemy and seeing his skills in every phase
(one at time obviously, he can't see if the enemy has other phases other ways and the pattern) and other informations, like Battle Styles, Attack value, MP Costs and what the skills are doing.

On the Jam version and the Alpha you just fight a bit randomly, analyzing everything by trial and error, but now with a more player-oriented difficulty and balancement and with the necessary details, it's more easier for me as the game developer and for the game telling you: "it's your fault" and not the opposite if you do some mistakes, but without being too hard.

Just replay the fight or reassemble the skills you have.

This week was the birth and death of the Target System, which probably will be reutilized in an another game, while Lullabyrinth will have interchangeable skills instead of slots because it was too easy making builds
dedicated to one single moves and then spamming it for winning, but I didn't want this for Lullabyrinth and so...

...now you will have 16 skills to use (17 if we can include Scan. On my free time, I am fixing them, other than level designing the Lullabyrinth and it's obstacles and rewards) and 4 passives upgradable once (along with Scan!).

I realized a in-game version of the Lullabyrinth (just a prototype) and next week we will talk about a Labyrinth made with 64 maps, if it's doable and great or...if it was a bad idea.

Thank you for your time and thanks for everyone which is helping me grow as a developer and making this project better and real.

Announcement

Lullabyrinth gets an update and...a new Lullabyrinth?


What a week for Lullabyrinth!

The project had an Alpha release with many fixes, especially on difficulty. Now the game is more easier for the people who wants
to try it and beat the Labyrinth.

I know there are so many bugs and so much to do, but I will do my best for improving the experience...to the complete version!
As a personal deadline I decided to release at least the beta before the end of the year. Wish me good luck!

What I am planning for the complete version? Let me see...

- ...a real labyrinth this time?
- 64 maps, 16 for area (yes, I will add one optional area! It will be...even more weird than before) plus the one for the final battle!
- Normal enemies in certain maps like normal RPGs, three for area (so 12 normal enemies for the game) and they will have random stats each time!
But if you can't grind, what they will hide from you? What is the difference between fight or flight?
- Puzzles! One for area will be obligatory to do, one optional and one...an optional hard puzzle!
- Secrets and Lore about the world of Lullabyrinth!
- Trials and challenges which gives you...I can only say it's better you will do them!
- A new equip system! You will learn abilities and then equip them in slots! You will increase stats, improve your magic, unlock
passive abilities!
- NPCs insides the Lullabyrinth! You can talk to them and do play T&T (Tricks and Trinkets)!
- Choose your own playstyle! (Is this a thing?) Do you want to skip all the enemies and win the game anyway in a Pacifist way? If you
manage to convince the final boss, You can!
Do you want to destroy everything and being stronger? Sure thing! Do you want just to battle enemies and avoid all the secrets, story, puzzles
and other optional challenges...or maybe just rush your way? The game won't stop you for sure!
- A more coherent graphic style!
- And...bosses! All of them are optional, but if you want that sweet ability, challenge, cutscene and being more prepared for the final boss...you
should try beat some of them (unless you will find a way to skip the final boss somehow).

And there you have it. I am struggling now for putting skill descriptions in-game and writing all the documentation, but I am working on it,
almost finished!
I just hope to finish the better game I can do at the end of this year and showing this to you.

Thank you for your time.
Pages: 1