Big update! Also a bit buggy :(

After skipping an April release due to real-life reasons, I was finally able to wrap up a build for the end of May.
The game now has proper dynamic lights (I integrated radiance cascades, a pretty novel technique that works exceptionally well for 2D games) and done a lot of foundation work for the future of the game: all the itemisation basics are now in (Lucky objects, signs, crafting tables...) and there are five "equipment" slots in the inventory for now.
I also integrated new weapons into the game, trying to make them feel as distinctive as possible from one another.
The game is really shaping up, my main goal is to ultimately have "fun" with it by end of 2025. There's still a _ton_ of work to do to get there, but I think I'm on the right track.
All the features of version 0.4 came at a pretty big cost: stability. The game is definitively too buggy for my taste ATM (and I'm sure it will be for you too) so for 0.5 my main priority is to fix bugs and crashes but also annoyances in the experience.
I know that this is far from being a proper and interesting "devlog", but I genuinely want to spend all the time that I have for the game to improve it, rather than writing about it. It's just the way I am. Hopefully one day things will turn around.
Cheers! See you next time.
Files
Get The Dream Crawler (Early Prototype)
The Dream Crawler (Early Prototype)
Path-based top-down action roguelike
| Status | Prototype |
| Author | TripleL0 |
| Genre | Role Playing |
| Tags | Action RPG, Roguelike, Solo RPG |
| Languages | English |
More posts
- The Pareto principle, gamedev editionAug 26, 2025
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