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Hello everyone, today is saturday, and the Miningdom of Coboldia is waiting for you to buy something, just like every other day! However, before we start, I want to say that this will be the last of the devblogs until the game is released. As the game is basically at end of development, I want to give it 100% of my attention. Don't worry, though! The last 3 "loredays" will come shortly after the game release. With that out of the way, let's start!
Hello everyone! Today is Wednesday, and I'd like to talk about one of the last mechanics of the game, along with the enemy type they are mostly tied with! Let's start!
Hello everyone, today is saturday, and the turn has arrived for the mole people to shine... even in their underground cities! As I say in every ".5" blog, this is an extra dedicated only to the lore of the game. If you are not interested feel free to skip this one! Prepare for a very... unique society of (un)organized people. Let's start!
Good afternoon! This wednesday, I'll introduce to one of the late enemies of the game: the Moleoids! What makes them unique, and what differentiates them from similiar enemies? Let's take a look!
Hello everyone, today is, once again, Saturday. As always I'd like to remind you that this ".5" blogs are focusing just on the lore of the game. If you are not interested, come next week to discover a new enemy type! With that out of the way, let's start! Here in Italy, summer has slammed the closing doors of spring, and as such... it's damn hot outside! That's the reason for the choice of this devblog, in which I'll tell you something about people that hate hot temperatures... Dwarves!
Hello everyone,
Last week, I talked about new enemies that shake up a bit the games rhythm.
The second zone is almost entirely built around this very concept.
In the previous devblogs, I introduced the Imps, but this week, its time to talk about the Dwarves!
I wont hide it: Im a huge fan of dwarves.
I love them: stocky, grumpy, heavy, bearded warriors with horned helmets and a cheeky attitude.
While their lore deviates a little from the classic fantasy archetype (that you can discover on Saturday), their visual design leans heavily into it, because I love that.
So, you might be wondering: How exactly do they change the gameplay rhythm?
Hello everyone,
Today is Saturday, and that means: it's the day of the lore!
As always, you won't find gameplay details here, just a story background for my game!
It is a bit shorter than usual, as I've caught a bad flu and I can't focus that well, but I hope to deliver something interesting nonetheless!
Today I'll tell you about one of the most important places of this world: The Magic Islands!
Let's start!
[img src="https://clan.cloudflare.steamstatic.com/images/45527515/11a6c664772e958ca3bbe135b18d7f2c2388f8ba.png"][/img]
The "Enchanted Isles" of the mages hold a place of immense importance in the vast and mysterious lands of Silliseria.
When I created them, I drew inspiration from well known literary sagas and iconic video games.
Out of caution Ill leave it to you, to spot the many subtle (and not so subtle) references hidden within the map and mentioned locations.
Consider it a little challenge, one that may not be too difficult for the keen eyed.
Long ago, these isles were a distant and remote province of the Elven Oligarchy.
It was the most powerful empire of the world for the longest of times, until a corrupted sect of extreme demonic ideology decided to summon the Living Hell.
In mere years, the elven realm was annihilated, and alas most of the elves were exterminated.
Now, the Islands stand as the only place in the world where the ruins of the ancient pointy-eared civilization can still be seen: silent sentinels of a forgotten time.
They also serve as one of two bulwarks against the evercreeping expansion of the Living Hell of Scylla, in an ironic twist of fate.
Anyone in the world who shows even a flicker of magical potential is, quite unceremoniously, kidnapped by the mages in the shadows of night.
They teleport directly into the future apprentices bedroom, shove them into a black sack, and vanish before you can say abracadabra.
Thats exactly how Tip the Archmage, now the royal advisor to King Shorty, began his journey.
Tip was taken to the Academy of Toregwyn, a prestigious magical institution run by none other than Aras'Tor'Rig'Sham'El'Sam'Rig, one of the last three surviving elves following the (nearly complete) extinction of their race.
A small blessing, in the eyes of the most rude civilizations of the world of SIlliseria, given how infamously long their names were, birth registries had grown to absurd lengths.
It was at Toregwyn that Tip discovered his passion for temporal magic, a discipline he would later master.
This is the very reason he can manipulate turn-based time flows within King Shortys Tower, an ability few can even comprehend, let alone replicate.
If you study the map, youll notice the key locations of both the "Isle of Resistance" and the smaller "Trial Isle".
During his (lengthy) stay on the Isles, Tip wandered the Novice Oaks with fellow students, braved the false silence of the Whispering Woods, and explored the ancient elven cities of Manetandor and Tarenemond.
Though once purely elven strongholds, these cities are now melting pots of all races, from the ever-practical Dwarves (the ones that escape from Skal control, that is), to the more exotic Ogres of the distant east.
Like Toregwyn, both cities are ruled by one of the remaining elves, the other two survivors of their entire race other than Aras'Tor'Rig'Sham'El'Sam'Rig, but for the sake of brevity (and your sanity), Ill refrain from naming them here.
As with all who seek to become a true mage, Tip eventually made his way to the Trial Isle to undertake the ultimate test.
From the moment a novice steps ashore, they begin to hear the whispered and ghostly regrets of those who failed before them. But the real test doesnt begin until one reaches the shadowed base of the Mountains of the Lost Souls.
There, the aspiring mage must confront their deepest fears: manifested, physical, and inescapable. This detail is a well guarded secret among the ranks of the mages.
Tip likes to boast that he fought one of the Drakes of the Resistance Mountains.
In truth, however, he was attacked by a particularly aggressive flock of pigeons that wouldnt stop... ahem... decorating his elegant gnomish linen robes.
Strangely enough, it wasnt this glorious battle with a drake that earned him the title of Archmage.
Two years after earning his full magician status, Tip revolutionized the field of magic by accidentally inventing a telepathy spell.
Not since Logans Riverine Flow had the Isles seen such a breakthrough: a spell that took Logan years of experimentation on the Isle of Experiments to develop, and ultimately allowed him to drown a monstrous wyvern and her brood (now a tranquil lake visible on the map).
Tip, by contrast, needed only a few days.
Of course, he doesnt tell people that he discovered the spell by complete accident.
Deep, lost in thought, daydreaming about a certain gnome lady he was quite attracted to, he unintentionally contacted her "mind-to-mind". Horrified, he broke the link immediately.
Embarrassed, he tried to confide the deed to a fellow magician... and accidentally did that telepathically as well, just by thinking intensely about who to tell its discovery.
As it turned out, his mistake became his triumph.
Upon returning to Gnomia, Tip was celebrated as a hero. King Shorty made him his official archmage advisor.
But not everyone was fooled by Tips sudden rise through the rank.
One individual, someone very close to him, knew the true nature of his magical brilliance.
But thats another story entirely, one youll have to uncover for yourself.
That was all for today,
I hope you have a great day, and beware your thoughts!
-Giuseppe
Hello everyone, This Wednesday's update is a bit different: instead of talking about an enemy type, I want to focus on the core design of the game: how the genre choices were made, the challenges I faced, and the solutions I came up with. Lets get started!
Hey people, today is Saturday so... it's lore day! As always, these ".5" blogs are an extra, meant to be read by those interested in the world's backstory. Today I'll tell you something about the Imps, which are inspired by... Italy! Their culture revolves around the most stereotipical trope of my contry, which is, as you probably already guessed, food! However, their origin story is inspired by the "barbarian invasions", infact they are not a native race to the now called "Impalian Peninsula". Instead, they conquered it thanks to a big crisis that happened in the Holy Human Empire, but that is a story for another time. Let's get into the Imp's lore.
Hey Everyone!
Its been about a while since I've launched the Steam page, and Im super excited about the small but awesome results Ive gathered.
Every step counts!
Honestly, reaching this point in the project feels like a big milestone for me.
My ultimate goal is to create a fun little (or should I say short-y? Ahaha, so funny, nevermind) puzzle game, centered around pathfinding.
It doesnt have to be overly complex, both in terms of story and design, just a fun experience thats a bit challenging at times.
If you are curious about the project and its "behind the scenes", I invite you to read the devblogs that are already present in the Steam News/Discussions, and the others that will come in the following weeks.
With that in mind, Im thrilled to announce that the demo of "Will The King Escape?" is coming out... right now!
Your feedback will be super important to me as I evaluate the design choices I made during development.
It also gives you the opportunity to play the game for free and see if its right for you.
As of now, I have the game mostly finished, but I plan to revisit some mechanics after the demo's release.
Consider following me and adding the game to your wishlist if you want to stay notified about the game release!
This whole process is pretty new to me, but I want to deliver the best experience I can.
Im not quite sure how to wrap this up, so heres a random thing for bonus points!
What a professionally unprofessional thing to do.
Check out this Gameover!
I hope you wont see it as much as Id like!
Hello everyone, Today I'll tell you something about the first race I've NOT designed around the mechanic of the sunlight: the Imps!
Hello everyone! Today I will introduce you to what lies in the land of the filthy Nagas that have invaded King Shorty's Kingdom! As usual, I'd like to remind you that Saturday's posts are extras, tought solely to provide some additional background for those who are interested. If you only care in gameplay mechanics, check out the Steam page next week, on Wednesday to learn about the Imps! For those of you still here, let's begin!
Good afternoon, everyone! It's Wednesday again, the usual day in which I share my ideas behind the enemies and the mechanics of game. Today, we're talking about the last main race involved with the sunlight mechanic.
Welcome Everyone, Today I'll tell you more about the most important people of the game: the Gnomes! As always, I'd like to remind you that the Saturday blog is an extra, dedicated to those who wish to know a little bit more about the world in which the game is set in. If you are only interested in the mechanics... the correct devblog is the Wednesday one! With this out of the way, prepare yourself because this is a long one and let's start: I present to you the Kingdom Of Gnomia!
Hello everyone! Here we go again with the usual Wednesday devblog, where I dive into the design ideas behind the games enemies and mechanics.
Happy Wednesday, everyone! Today marks the first time Im sharing a bit about the games mechanics, so I thought Id start from the very beginning, with the main game idea and the first enemy type I implemented: Goblins!
In order to help King Shorty, Archmage Tip has unleashed his magical prowess, and he's been able to cast a powerful spell that was capable of fragmenting time in turns.
In each level of the Tower you must reach the stairs before the turns run out, otherwise there will be a gnome with a crown on his head no more!
The King has many enemies, each one with different patterns and traits that shape the way you move and interact in a level.
Nagas that ignore the holy power of the sunlight.
Evil gnome warlocks that teleport with a lethal beam.
Imps who like to take a nap every other step.
Grumpy dwarves, greedy goblins, and more...
Defend the life of the gnome monarch at all costs!
Find the best path to escape the Tower, and engage yourself with handcrafted levels that are filled with many and varied types of traps, mechanisms and enemies.
Windows and Lights that will stun or purify your enemies.
Teleportation Platforms that help you, and the invaders, move accross a level.
Dangerous Spikes that kill anything that stands on them.
Enchanted Doubloons, Spiked Chests, and more...
Study the levels, be mindful of your steps, choose the right course of action and your escape will be certain!
The Telepaty Spell will allow you to know the advisors of King Shorty during his escape. Expect nothing but extravagant individuals!
Who knows what you might discover?
Someone could be hiding a very unexpected secret...
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