CarpeDiem Update: What’s New and What’s Coming


Hey everyone!

Hope you’re all doing great. I’ve been deep into developing CarpeDiem, and I’m here to drop the latest on what’s been happening and what I've got in the pipeline.

The Latest Fixes

Walls Just Got Updated: Noticed how all the walls on the level would just disappear when one got destroyed? Fixed that. Now, they’ll stick around like they should (unless compromised), plus they’ve got a bit more juice in them to keep standing longer.

What’s on Deck

There’s some cool stuff coming your way, and I’m pumped to share it:

Blood Moon’s on the Rise: Get ready, 'cause things are about to get real tough. The Blood Moon’s gonna kick things up a notch, making those nights real challenging, especially after you hit a certain point in the game.

Enemies Getting Smarter: Those birdmen? They’re not just sliding and jumping around anymore. I’m working on giving them some new moves, making sure they keep you on your toes.

New Faces in the Crowd: And it’s not just the birdmen. I’m throwing in some new enemies to mix things up, keep things fresh.

Let’s Talk Controls

I know some of y’all mentioned the jumping and moving could be smoother. Got you. Combat’s been the star, but I’m not about to leave you hanging with stiff controls. I’m on it, tweaking and refining to make sure it feels just right.

This Is Just the Start

Remember, CarpeDiem’s still in the prototype phase. I’m throwing ideas out there, seeing what sticks, what you love, and what needs to go. Your feedback? It’s gold. Keep it coming. It’s all about making a game that we’re all hyped to play.

Stay tuned for the updates, and huge thanks for the support and love you’ve been sending my way. Couldn’t do it without you.

Catch you later,

Naim

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Mar 25, 2024

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