Today we’ve been playing around with a bunch of different options for what the gate will look like when you reach the final Arcade Mode floor and it’s time to either go back to Arcadia or proceed on to the Bishop or Grindea battles. Starting off with the portal back to Arcadia:

The portal to Bishop meanwhile has a more sinister tint of purple and shows a dark sky:

The portal leading up to the Grindea battle will look a little different and more abstract, illustrating the fact that something rather strange is about to happen. Playing around with a couple of colour options here:

Now, as I mentioned before we’re gonna add a little statue shop with housing items, so I better start making a bunch of statues right? Let’s have a look at some of the ones that will be available:

In Fred’s department, there’s more final dungeon stuff, including a spring version of the hydra and the summoning animation for that platinum level Frosty Friend:

Finally, Teddy put together some words on our design decisions behind the final dungeon! Here goes:

So a while back we shared an intention of overhauling the final tower quite substantially, shifting from a large surrealistic “travel through the game again but weird”-type dungeon, to having it be a boss rush of sorts.

Nearly all feedback we received on this has been negative! We actually were expecting some feedback like that, but not of this magnitude. The main worries were:

* Shorter dungeon = less content

* Without a proper dungeon there won’t be storytelling

* It violates the game-design philosophy of a final dungeon being an exam on the rest of the game (think Wily’s Castle in Mega Man)

All these things are very reasonable, and because of this feedback we sat down and talked it all over again. But to even our own surprise, we’ve decided to stick to our guns! We’d like to share our reasoning, since it would be pretty weird to invite feedback, get it, and then ignore it silently.

First off we completely get that it “feels off” that there isn’t going to be a huge old-school dungeon at the end of the game. On paper, it is pretty much objectively weird, considering our primary sources of inspiration!

That said, after designing the dungeon two times now, we fear there is an uncomfortably high risk that it wouldn’t become a very good one, and we really don’t want to end on that note.

So why would we say that? Well, we feel the best “dungeons” of our game were those with the most engrossing context, and we weren’t satisfied with what we came up with for this dungeon.

A “go-to” strategy for us has been to load the dungeons up with story. But we neither want nor need to give any more exposition on the main plot until you reach the top of the tower, and having a side-plot at this stage felt off-beat.

So the first iteration was a plotless chimera-design where we just made random rooms based on old areas in the game, sometimes with combined themes (like season change + time travel in the same room). This was in spirit of the “exam”-philosophy, combined with a tribute to old mechanics. But when going through potential room designs, it felt hollow and without the charm that made our best dungeons good.

So as a “plot substitute” we decided to design a version that’s a surrealistic recap of the entire game. It ended up very similar to the “Curse of the Moon”, but much much longer. We felt this version had more character, but it had some glaring holes design-wise, and when we imagined playing through it we got very worried that it would feel a lot like treading water.

For us (including you guys) a recap might seem like a cool nostalgia trip, but looking at it from a new player’s perspective, it might just feel like weird filler. And while we’ve seldom cared about workload, we also saw that to make this version enjoyable would take a huge amount of work. If we had been in love with our design that wouldn’t have deterred us, but while we felt optimistic about some of it, a lot felt shaky.

So having recently played some very well-received games that actually had done away with giant dungeons before the end (a couple skipping them entirely), the blasphemous idea struck us: how would that feel in our game? Thinking back on playing those titles, our hope and belief is that in the context of an actual playthrough, the player will likely go along with what’s presented, too focused on playing to analyze and compare (though we don’t doubt some players will react).

Another thing that weighed in favor of the light-weight path is thinking about the Catalysts in the context of an average playthrough. Many of our Early Access players have undoubtedly gotten these already as part of full completion, but seen holistically, it’s probably quite a small percentage that will get all three catalysts before going into the tower.

For such a playthrough, getting the (remaining) Catalysts will in fact serve quite well as the Wily Stage of our game: one catalyst for combat, one for quest/puzzles, and one for grinding.

Now, about the boss rush: we’re planning remixes of some iconic battles, and we’ll make sure they all bring something new. One commenter came up with a pretty interesting idea that we’ll likely try out, namely having the elevator stop at some point, during which a short puzzle-section could play out as a change of pace.

We’re quite optimistic that we’ll be able to make this feel like a cool transition to the finale, that will keep the tension of the latest story-beat fresh.

That said, we totally understand some of you still would’ve preferred a classic big dungeon. We hope we’ll be able to win you over when it’s all said and done!

This week we’ll start by adding the background of another Arcade Mode room, the one where Astrid tells you which boss you’re about the face and helps you change that fate, should you wish to:

When it came to the boss preview effect of Astrid’s room, we had a couple different ideas. Our very first one was that she’d have a well of sorts, that would show which boss would appear:

Our other idea was to use a goblet and smoke effects to show it:

Fred then made a prototype for a cleaner effect than just the smoke:

And here we have the current version, some iterations later! In the video below, you can see what it looks like when you change boss as well:

After we asked about whether you preferred statues or trophies as reward for getting the ‘complete all challenges on a floor’ achievement, we thought a bit about it and found that we’d like to have the stonecutter have a little shop in town instead, where you can purchase whatever statues you’d like. As such, I’m going ahead to not only make more trophies, but more statues as well! Starting now with another batch of trophies:

The second batch has trophies from Flying Fortress, Tai Ming and the Temple of Seasons:

And here’s all the trophies, one for each floor:

Meanwhile, Fred has been working on a cool platinum level Frosty Friend that will be summoned by someone really powerful in the upcoming final boss fight! First up we have a bunch of sketches, and at the bottom, the final version we picked:

This week is all about Arcade Mode rewards, namely the rewards you’ll get for managing to finish every challenge on each floor! We’ve been playing around with a bunch of different ones, and here’s some of the ones we’ve come up with, starting with the Pillar Mountains, Evergrind Fields and Pumpkin Woods floors:

The idea with the Jumpkin one is that it’ll have a candle in its mouth which will have a living, animated flame :)

Next up we have the flying Fortress, Seasonne and Mount Bloom floors:

For the Temple of Seasons, here’s a suggestion featuring the Hydra, with three different skins:

And here’s the Tai Ming, Desert and Ghost Ship suggestions:

Finally, here’s all of them side by side:

Which ones do you like the most? Would you prefer that every reward was of the same type, so that all of them were some kind of statue or golden cup? We haven’t really decided if we prefer this version where it’s more mixed or if one specific type would be better. Let us know what you guys think!

Meanwhile, Fred’s been starting work on the first boss in the boss rush we were talking about: the shadow slime! Here’s some tests and an animation of one of its attacks:

This week we’ll be adding a bunch of improvements, starting with making the jump down from the Phaseman and Crystal boss maps a bit clearer! First up, the original:

And next, a bunch of different suggestions for clearer versions:

For now, we’ll start by adding the last one, and if it still isn’t clear enough, we’ll blend it into one of the other two after you’ve defeated the boss, to make sure nobody’s confused about where to go after they’ve finished the boss :)

Another addition is that of a temporary space in the shop, for before anything but the shop is available! Looks a bit better than the space beside the shop being completely empty:

The travelling alchemist’s shop also needs slightly more proper graphics, to show off the fact that it’s not just ordinary potions but super potions that are for sale there:

One of the things you’ve told us in regards to the current update-in-progress is that you’d like to see a slightly darker version of the Grindea boss battle area, as she tends to blend in a bit much during the fight!

As such, here’s one such darker version, which we’ll try out and see how it works:

For Fred’s Friday, we have a little sneak peek of something curious… A couple sketches for an elevator! Whatever is this all about? Stay tuned to learn more next Monday! :)

Now, time to showcase the second casino, which will feature a different kind of gamble than the first:

The Pin Collector will make an appearance as well, in a house that seems to follow its own physics (you will be able to see a background filled with stars through the darkness in the floor and walls – quite spacey! ;))

Next, with a battle against Grindea being imminent very soon, it’s high time to give her a proper boss portrait! Let’s have a look:

Next up we needed to make some adjustments to master Ji’s challenge rooms to remove the scrolling from it, so let’s resize that thing a bit!

Some more things some of you may or may not have already seen, the transition between Grindeas health bars and her cool space wings:

Have you reached the Grindea battle yet? If so, what do you think? :D

And weee’re back! This time, let’s take a look at some of the backgrounds you may or may not have already come across in the meatshield update, which has been up for a little while!

For information on how to access this super crude and potentially buggy version of the beta (at your own risk), come on over to our Discord and have a look :)

In either case, here’s the first of a few new backgrounds, featuring the arcade mode version of the ice cream parlour:

Next up, Master Ji’s dojo:

There’s also a mystical cave where a giant lood and its underlings hang out, ready to provide you with some loot! Let’s have a look:

There’ll also be not one but two casino’s opening their doors in arcade mode! Here’s the first:

Of course, Fred has been busy as well, making animations and other new stuff for the update, such as this ice cream eating animation and a couple fancy wings you can get yourself in Arcade mode by trading in your essence:

This week is all about the shop, which will now get a proper indoor map, where it’ll share its space with either Little John, Farmer Oak or a potion salesman that allows you to change which pots you have equipped. For now though, let’s start with the regular shopkeepers part of the room:

And here’s what it’ll look like what the shop is shared with Little John, who will let you upgrade your bow:

Next, what the shop will look like when it’s shared with Farmer Oak and his pet taming-item store:

And finally, this is what the shop will look like when it’s sharing its space with the potion changer:

Meanwhile in Fred’s department, he’s been working on a pretty epic animation featuring giant Grindea opening her eyes! Let’s take a look:

In this Monday’s Meeting, it’s been all about perks! We haven’t had a lot of those before, so we’ve spent some time thinking about what more interesting ones we could add. Here’s a list of our current ideas:

* A perk that gives a low chance of pins dropping from defeated enemies

* Arrows deal more damage

* Bigger chance of getting a specific type of event room (we want at least one of these for the fishing rooms, since it can be quite a challenge to catch all of the fishes, however, we haven’t decided 100% yet if this will be a perk or a quest or an item of some sort)

* Bigger chance of Loods appearing

* A perk that guaratees that you’ll get a pin as a reward after a challenge win

* A perk that gives you x gold at the start of every new floor

* Bigger chance of getting card drops from enemies

* A slightly wider selection of items in the shop

* A perk that lets you start with an HP potion

* A perk that gives you a good 1h weapon at floor 5

* Same as above but for 2H weapons and magical weapons respectively

Do you have any ideas for more perks? Let us know what you’d like to see! :)

Next up, I’ve made a test for a portrait of that fae that comes along to help you fight against bosses (for a fee). However, this is only the first try, and after some discussions we’ve decided we’re probably gonna give him a slightly different look, making him look a bit more badass. For now though, here’s the old version:

Next up, in preparation for another one of the rooms, I’ve made a bunch of Super Potions. These potions can be bought from a potion salesman that appears in questionmark rooms, and the potions themselves are stronger and last longer. To start of with, the potion salesman will present you with one random potion of the selection below, but if you pay up some essence you’ll be able to unlock a second slot in his shop which will also feature a random potion:

Now, time for a newbackground! This one features the Spa, where your character can regain some HP by standing in the enchanted pool:

In Teddy’s department, let’s take a look at a new interface of sorts, featuring Bishop as he provides you with a bet! Now he’ll appear in the lower right corner to remind you of the bet you’ve taken:

Once you finish the bet, he’ll disappear, as shown above, and appear in the middle of the map instead!

It’s another Monday starting with another meeting, and in this one we discussed more stuff to add to the final update of Arcade Mode. Here’s a bunch of our new suggestions in terms of events and event rooms you may come across during a run:

* First up, an event room that’s a spa where you can pick up a couple health orbs, just a nice little treat that may show up once in a while

* A potion salesman that sells “bootleg” potions that last longer than the ones you have equipped normally. These potions are usable items you can use whenever you like but will last longer and possibly be a bit stronger.

* A version of the fortune teller room in which you can change the boss of the floor, but for the next event room! In this room Astrid the fortune teller will let you know what event room is the next to spawn, and you’ll be able to let her swap it out for another one, for a fee.

* A “Boss Assistance Fae”, a fae adventurer that may show up randomly in a room and help you clear it out, only to suggest you employ his assistance in battling the boss. Of course, having his assistance will cost you! This fae may also show up occasionally in Astrid’s Fortune telling room where she predicts which boss you’ll face off against next.

* We’re also discussing having floor wide bets, where Bishop will appear at the start of a floor and give you a bet across the whole floor, such as clearing the floor within a limited time!

* Maraccas, who will show up in later floors, letting you exchange silver points for talent orbs, just like in Story Mode

* Trick & Treat buff service which will give you quite a powerful buff – but will also include quite a massive debuff. For example, in an early floor you might get a skill leveled to max, but you’re not allowed to use any other skills or your shield.

* A Trade Up Guy who will take three of your items of the same kind and exchange them for a better version of them

* A Lood room, which is an event room with a lot of loods and one big master lood who is a NPC of sorts

* The Ice Cream parlor, where you can make your own ice cream that gives you different boosts depending on which flavours you pick

* A person who shows up at the beginning of the last floor you died, or possibly after you’ve died at the same floor a number of times, selling buffs that will last until the end of the floor

If you have any other ideas for event rooms or fun things to happen throughout a run, be sure to make a comment! :)

Finally when it comes to Arcade Mode event room entrances, we have the Ghost Ship, the Desert, Tai Ming and Mount Bloom:




Another couple upgrades we’ve been working on is a proper preview window for Shadier Merchant, which compared your items to the ones on display as you approach:

As well as a nice blue warning for the main menu when your save is incompatible (previously it was brown, as can be seen below):


Next, it’s time for another one of those Grindea battle updates! Here, let’s take a look at two more of her moves, still a bit WIP but it’s looking better and better for sure:

One thing that’s been missing from the stylist for a while now is a way to rotate your character preview so you’re able to see what you’d look like from more than one direction! Since we’re working on adding the final haircuts now, we decided it’s also time to add that missing feature, and as such, we’ve spent some time trying out various interfaces showing you how to rotate the preview:

Right now our current favourite is the last one. Which one do you prefer?

Next up, we have a bunch of haircut fixes! To start off with, this one seemed to lack a bit of the ‘swirly’ part of the bangs showing from behind, so I added that:

Since this haircut is super wide we needed a version of it which can be used when you wear a full coverage hat as well, made here below:

As for this one, we felt we wanted to show the bangs on the side a bit from behind as well:

Next up, it’s time to decide in what order to display the haircuts! For now we’ve decided to go from shortest to longest (well, kind of – we haven’t measured them all exactly, so some variations may occur), divided over two pages with 16 on each.

Page 1:

…and Page 2:

Finally on the haircut side, we realized the new haircuts looked a bit off when added to the game, due to some palette swapping mishaps. As such, I had to remake them slightly! Here’s a couple of them, with the original version first, the recolored version second, and the improved remake third:

In Teddy & Fred’s department, we’re mainly still focusing on the Grindea fight, but some other animations and cutscenes are made here and there. Here, let’s the a look at one of those, the activation of the portal that will take you to Grindea’s realm: