Chymera Chronicles: Wonder Quest Devlog #8:


Don't got much stamina so I'll keep this one short x3

I'm still working on the game, and the upcoming (ver.0.05 update) for the alpha-demo. I'm also doing steady work on the rest of the game, my plan is to make all the maps, then program the spawns and cutscenes n such in em'.

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I've also been having ideas about how to improve the battle system a bit. Currently i used a plugin which allows turns to happen based on speed values of fighters. Meaning someone with high speed can act more then once. For this change I've of coursed had to make balance changes. However since allowing the player to act for multiple turns with faster teammates, trying to maintain combo and the offensive would over complicate and ruin the flow of things, so i decided to make an addition to the elemental combo mechanic.

So now whenever an enemy is hit by an attack of the same element, the combo effect will instead rack up!

for example taking Aqua damage can rack up the multiplier: 1.50x -> 1.75x ->2.0x.

I also been having ideas regarding an Active Battle System. I've found a plugin for it, but still deciding on rather i should try it out or leave it as is. It sure would make the game feel a bit more mystery dungeon-like, but it would also be alot of work: alotta reworking and rebalancing. my heads spinning' just thinkin about it.

But hope you enjoyed this update, have some screenshots!
NOTE: that snowy area, isn't in the demo, its another area that will appear in the full game.)

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Shot5

Shot3

That's all I can share for now! Hope you're all excited as I am to share this with you! >w<

But with that Snowflake 3 Icon - F2U! Heart Fox emoji - hearts Heart Snowflake 3 Icon - F2U! Stay cool beanies!

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