DEVLOG
1/20/2024 | I'm making this game as a way to teach myself more coding skills. This is a one-man project so it may take some time to flesh out what I completely have in mind, but we'll get there. The idea is to make a psycho-rpg where you can kill enemies, get loot, sell and buy shit, and explore. Check back daily as I will be working on this for a bit.
1/24/2024 | This shit is a bit buggy and lacking right now. I'm still working on this game, so check back later.
1/25/2024 | Added the flesh blob and blood cube enemies. Completed the textures and movements of them.
1/26/2024 | I finished adding the clicking system, so now when you click an enemy, you gain point(s) and your energy is drained by 10%. You can gain your energy back by 100% from drinking energy drinks. You can't kill enemies when your energy is at 0%.
1/27/2024 | I fixed the energy drink function. Also added the mecha brain enemy and worked on others.
1/28/2024 | The sizing of everything got fixed relative to real life. Now 1 meter in game is equal to 1 meter in real life instead of what it was before where everything was gigantic. Also worked on a new stage.
1/29/2024 | I fixed some code of how energy drinks work. There was a bug where you could spam click the spot they were in and keep getting unlimited energy. Bug has been fixed. I also switched some code over to make it cleaner and less spaghetti code. Spawning enemies is easier to do and requires less code now.
4/16/2025 | My computer has crashed shortly after my last update. I decided not to buy a new one for almost a year and spent my time doing more devious things than being creative. I am clean now and have decided to get back to my arts. I want to redo a lot of how this game works, and finally get to working on the mechanics and lore. Time will tell.
4/17/2025 | I redesigned the energy drink, and it is now called the ENERGY POTION. From now on, we call it the energy potion. Boom. Fixed.
4/18/2025 | I redesigned how the staging works. Before, you would navigate by clicking on doors, but it got too labyrinthian and maze-like as there is no map and the rooms are round. I decided to implement a single door that takes you to a random stage. This makes it feel like warioware and I love the chaos it adds.