Developed Oct 20, 2023-Mar 3, 2024

Project lead, core gameplay, isometric world, art (player, most environment art - bookshelves, boxes, weapon racks, barrels, sacks, pots, beds, walls, etc), level design, speed potion, coin, enemies (blob, cyclops, skeletons), animation code, wall levers, in-game UI, inventory screen, projectile support, boss, start and death screens, various asset integration: Vince McKeown

Enemy pathfinding and related AI, melee combat, projectile improvements, player movement bug fix, mute and pause toggle, image loading fix, better wall collision handling, improved Linux support: Jason Timms

Music, sounds (sword hit/miss, door opening, monster taking damage and menu sound with variations): Patrick McKeown

Characters made visible through walls, player collision, blocking feature, player sword attack, minimap optimization, door color variations, out of bounds tile pattern, vignette border, debug path draw: Christer "McFunkypants" Kaitila

Sprites (rogue, ranged monster, wall painting): Gabriel "Adamastor" Da Mota

Item/character shadow support, minimap improvements (player and colored door locations): Randy Tan Shaoxian

Sprite Z sorting: Michael "Misha" Fewkes

Warrior attack animation: Kyle Knutson

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