Devlog #35 - Steam Page Launches!
Steam Page
I finally got around to setting up my Steam page. To be honest, I was a bit nervous about creating the page. I guess it all feels too real. I plan on participating in Steam Next Fest in February 2024. This gives me three months to get a good demo going for it.
I made a short trailer to show some gameplay. It turned out better than what I was expecting. I plan on updating it in the coming months.
If you have been following along up until now, please hit the wishlist button. It helps out with the Steam algorithm.
All Forest Stages Improved
Another goal for October was to get all the forest stages to a higher quality. The forest area has some different enemies and features. Improving this area helped me spot some bugs.
I want to make sure every stage has something unique. Be it the layout or to give it a specific flow of enemies. This way, the player won't be bored.
Capture Assistant
As the project moves towards release, capturing footage for the game becomes even more crucial. With every project, I struggled to find tools that fit my process. For Yurei, I worked hard to get into the habit of taking screenshots and making videos whenever I was working on something.
For a long time, I had a tool that took screenshots. It worked, but I had to open it up to take a screenshot. Now, I can set it up to take screenshots automatically every X seconds. It's super helpful. I can play the game, and at the end, I get a bunch of screenshots to choose from.
I am tempted to add an option that takes a screenshot every time the player hits something. Maybe in the future.
Boss Relocate
When working on the boss for the forest area, I wanted him to teleport to a location to perform a shockwave attack. I wanted that location to be off-limits to the player, like an island at the center of the stage.
It's one of those things in game development, that this was not planned. The behavior before worked fine, but I wanted to have this option because it allows me to make a more interesting boss fight. When the player sees the boss jumping to that island, he knows he needs to focus on dodging and nothing else.
What's Next
The plan for November is to focus more on polishing and bug fixing. There are still art and UI assets to get in, so I want to get those going as soon as possible. It always takes longer than imagined.
I still haven't decided how long the demo will be. I think having the first six cave stages could be enough. When you reach the last stage of the demo, I can play a video showing what is coming next.
Thanks for reading these devlogs. It helps me stay motivated in the game.
If you are interested in Yurei, please consider wishlisting it on Steam. If you think a friend would like it, please recommend it to them as well. Having a large wishlist before release helps immensely with the Steam algorithm.
Follow my progress on Twitter @brightflask.
Get Yurei
Yurei
Yurei is a top-down, arena-style slasher game. Slash, dodge, and eliminate those that stand on your path for revenge.
Status | In development |
Author | Bright Flask |
Genre | Action |
Tags | Arcade, Difficult, Fast-Paced, Hack and Slash, Swords, Top-Down |
Languages | English, Japanese, Portuguese (Brazil) |
More posts
- Art Finalized and Controller Support! (Devlog #48)4 days ago
- Upgrades UI and new VFXs! (Devlog #47)38 days ago
- Final Visual Style and Portuguese Translation! (Devlog #46)62 days ago
- Steam Achievements Are In! (Devlog #45)96 days ago
- Ending Cutscene and Decorating Levels! (Devlog#44)Aug 11, 2024
- Golden Path Playable and Multiple Save Files (Devlog#43)Jul 07, 2024
- It's Never Too Late to Change Major Systems! (Except Sometimes) Devlog#42Jun 16, 2024
- Yurei DEMO Out!Jun 01, 2024
- Insanely Small But Awesome New Visuals + Playtesting in the House (Devlog #41)May 05, 2024
- Stage Designer Tool and Castle Stages Improved (Devlog #40)Apr 07, 2024
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