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It's big Friday & it's mooday! :whats_this: Tonight celebrating mooday with Moocub Dungeons where we will do the big baps. :pupper_bap_hammer: ^-^
:heart_crown: :heart_crown:

So, work of two days together.
A lot was added, that won't fit here...
- UI and related things
- super attack, with drawback
- death sequence

I was thinking of adding another enemy, but it's enough and also today is my b-day

because file too large again, here the YouTube video

Got some very nice update on my ref sheet from @ulvra 💜

Left is original ref sheet, right is mooday present ref sheet
The art is wonderful, like always. I also am surprised how good I'm looking with a binder, honestly

It's midweek Friday & it's splish splosh time! :whats_this: Pupper Days is back in Pupperframe & we even got something extra special tonight too. :pupper_wag: :heart_pink: ^-^
:heart_crown: :heart_crown:

Another day, more progress.
Enemy drop items (pickup is wonky though, need to decide how to solve that)
Also you can charge up shots now, which do more damage. But you are less agile while charging.
You can also hold charge infinitely

YT video because file too large (900kB too large...)

Selfie, eye contact 

This is how I usually look, going out now

Time to get going with more modded RimWorld! Gonna try and get some laser-y things researched today ^^ -

Another day, more progress. Also I didn't ate while working on this for 5h, whoops....

Anyway, stuff to mention:
- mines won't be the only enemies, there will be more
- other means of interactions will be added
- more to explore and what those nodes mean!

So, did a bunch of work today, you can (somewhat) see here.
Mostly rooms have types now, also enemies. The mechanic for enemies don't work yet.
The filled room, is the boss arena. There is a healing spot planned before (think Moonlighter)

Think of them as a way to locate the boss chamber, but also to get some healing.

The nodes, you see in the middle of a room, will have special purposes

Other enemy types and battle mechanics will follow soon

Game design idea: Your character is a plural system and each set of dialogue choices is actually picking between the response each member would give.

So, some update again. I changed a bunch in the meantime!
Movement is now smoother and allows for more action.
Doors are removed and replaced with beams.
Not sure about combat, but I have some plans!

Beams are supposed to lock you into rooms.

It's big Friday & it's time for trouble! :whats_this: Triple trouble that is... with Rufus, back on Deponia! :pupper_wag: ^-^
:heart_crown: :heart_crown:

The problem, with explaining to people, that not all life experiences are universal, is that there are only two outcomes:

They know it already, thus you don't even have to say it.

They think they know better, so they don't listen to you.

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