Top down, 2D, open world RPG game with bosses to fight where you can control multiple characters, each with a unique purpose, strength and weakness.

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7min9:00 PM11/26/25

actual final demo, for some reason i commented out 2 lines in the last demo while testing for attacks with only keyboard when fixing autoaim, now it actually works

2min11:12 PM11/24/25

final demo hopefully. thomas if you see this please give me 3 playtests. i have 138 hours on hackatime, and i got 53 playtests (106hrs worth) i need it for the plane stipend

2hr 14min11:06 PM11/24/25

added decorations, fixed a crash with the necromancer, added torches, light occlusion to the tilemap, a barrel that can give bonuses to the player. please thomas give me 3 playtests. i have 30 hours worth of playtests missing :pf:

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GitHubbarrel completed and fixed knight hitcheck stuff+6-7
GitHubworking on barrel, but fixed autoaim for the archer+102-24
GitHubworking on a barrel that drops health/coins/xp+59
GitHubreturn to menu button after finishing the dungeon, fixed text scaling on the ending message, modified ending message, bones as decoration+340-124
GitHubtorches fully added+486-26
GitHubmade torches for the dungeon, fixed another crash with the necromancer enemy+221-5
2hr 27min10:36 PM11/23/25

detailed explanation in video form of the changes i made during shiba-irl. along with some new additions. i will try to work for a few more hours tomorrow, because today i have a really bad headache. Also didn't think 1/5th of my hours from my last 3 demos would be cut. Hopefully this devlog counts as 4 hours but i am honestly not sure as shiba just shows 0 for my past demos. Lots of changes in this devlog, thats why the video is 20 minutes long

GitHubfixed a crash with the shop2+8-7
GitHubfixed a crash with the illusioner enemy+9-6
GitHubarcher button as mouse case now switches automatically depending on which input method is used+4
GitHubremoved fps counter-10
GitHubtokyo version of the game+743-52
2min9:39 AM11/10/25

bug fixes, arcade version

2hr 20min9:32 AM11/10/25

IRL Day 11/10 (2 hours spent)

I fixed the damage number scaling, being able to leave guis and made an autoaim for the archer which for some reason doesn't work on the arcade that well, but is still better than the previous one (didn't push that code to the arcade because of it's issues.)

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3hr 5min4:09 AM11/10/25

IRL Day 11/05 (0 hours spent):

I arrived very late and didn't do anything.

IRL Day 11/06 (6-7 hours spent):

I put the wood together, set up the raspberry pi, made some changes to the game, so the controls worked worked, but aiming still wasn't possible.

IRL Day 11/07 (6 hours spent + ~2-3 hours commute with the machines):

I mounted my display to my arcade machine, connected the wiring, and I made the aiming possible, but with this the archer character became pretty unreliable because of the 8 directional aiming.

IRL Day 11/08 (4 hours spent)

I fixed some bugs with my game that caused crashes, made opening menus buggy, redid some of the wiring that disconnected while commuting.

IRL Day 11/09 (2 hours spent)

I mainly helped other people out with finishing their games, also set the game up to be mostly bug-free.

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2min10:52 PM11/03/25

game version with mage added, audio alert removed, changed the music back to the original that i made cause i didn't like the new one. demo because i hit 26 hours and this should be enough for the plane reimbursement

1hr 26min10:49 PM11/03/25

day 30 extension: fully translated the tutorial, got some translated text for the arcade, translated the pause menu, made the pause menu much easier to navigate with only keyboard, but still can't access settings, that will be tomorrow's job cause i have 4 hours to sleep until i have to catch a train.

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GitHubmostly done with the pause gui, still have to do the arcade's elements but i need to sleep, its 4 hours till i get on my train+19-1
GitHubfat fingered enter, tutorial is fully translated+2-2
GitHubarcade mostly has the translations, still have to change those. Tutorial on the other hand is f+144-54
3hr 7min9:18 PM11/03/25

Day 30, font, bug, fixes due to low resolution, i can't even explain most of the problems that happened, they were so layered, but atleaste the menu kinda works now and is translated.

GitHubi have to change every single items size manually because english font size and japanese font size is different and font fallbacks don't work. fml+99-60
GitHublocalization setup+90-15
1hr 31min10:51 PM11/02/25

day 29 of 30 days of shiba, worked on the GUI stuff so the player can't escape anymore, mage enemy fully complete, will add to dungeons later, forgot to mention in the video but i made it so the player can change characters even when not on an attack cooldown.

GitHubplayer can change characters even when on an attack cooldown (but still has to wait for the cd to attack)+4-4
GitHubmenu is now easily navigateable with controller without going out of bounds+88-1
GitHubmage enemy now runs away, can be used in dungeon i think+12-5
GitHubmenu is more navigatable, still have to do something to show the player which gamemode they are on, randomly scaling attacks, reverted old music, fps counter+66-10
44min6:46 PM11/02/25

damage numbers option, credits, dungeon gamemode, mage is still work in progress.

GitHubmenu accessibility+20
GitHubdeleted mage enemy from dungeon, gonna work on it a bit more on my laptop+29-15
GitHubboth attacks for the mage is completed, still has some issues but i cant fix them right now+121-1
2hr 9min5:58 PM11/01/25

Day 28 of 30 days of shiba

both attacks for the mage completed, i still have to do some bugfixes but I can't work any more on the game today so thats unlucky.

GitHubugly fix for sun attack hitbox, moves the hitbox to check for area entered+12-10
GitHubspent so much time with doing the rotation of the sun attack but it rotates perfectly now+140-11
GitHubmage enemy particles, late commit but whatever+187-37
2hr 6min10:59 PM10/31/25

Day 27 of 30 days of shiba

made the 2 attacks for the mage cycle, fixed the hitbox issue in yesterdays devlog, working on the first attack of the mage, made a credit, plus created the csv file for the translation but i will do that a bit later.

GitHubcreated the localization csv for the japan language, fixed the enemies not being able to get damaged, music controller plays different music now.+857-22
1hr 3min11:11 PM10/30/25

Day 26

Today (yesterday because I finished the 2 hours right before midnight) I finished the dungeon gamemode, completely messed up how hitboxes work by the show damage numbers option, currently working on a new elite enemy, which will be a mage.

38min1:48 AM10/30/25

Forgot to add damage numbers in my last demo, (plus i still needed 20 minutes) so I added it in this devlog, once i get the playtests and the SSS i should be able to buy the ticket. Anyways, damage number options added, and dodge chance is now in the shop

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1hr 4min12:56 AM10/30/25

Added chest that gives random money to the player, added a boss to the dungeon minigame, added more rooms to the dungeon (mapping takes so much time aaa)

GitHubfinally finished the dungeon gamemode, added a chest that gives coins, shouldve done more testing but the bug fixes can be done later with artlogs+507-117
2hr 56min8:22 PM10/29/25

Added stun effect for enemies and for the player when getting stunned, crash fixes when killing enemies, shop now checks if the player has enough money.

GitHubstun animation for character ability and hitting the shield+212-18
GitHubcoins get updated when buying items+7-7
GitHubmap expansion, elite enemies give more coins+106-15
GitHubshop now checks players money, player arrows were left out of last update+88-20
GitHubfixed skeleton summon crashing the game, don't know if illusioners crash the game anymore cause I couldn't replicate it after fixing the skeleton crash+10-6
9min11:41 AM10/29/25

New demo because i reached 10 hours i think, everything that isn't added to the dungeon is in this demo, next demo will have the dungeon gamemode

2hr 26min10:51 AM10/29/25

Day 25:

Today I added an area2D that teleports the enemies back to the playing field if they somehow get out, illusions can now take damage from every attack (don't know when that broke), added upgrades to the shop, illusions now get modulated so the player can find out which illusion is real and which one is fake.

GitHubarcade gamemode teleport back area 2d, illusions are modulated, illusions can take damage from all attacks, shop upgrades added+54-22
GitHubsome switch cases added, shop gui kinda done, will do some animations for buying stuff and making the player unable to buy something twice+44-24
GitHubin progress of making a really ugly and long switch case but hey, stats have to be changed when buying stuff so whatever+41-18
GitHubdynamic loading of shop items, resized elements in shop+268-14
2hr 47min10:37 PM10/28/25

Day 24:

Today I fixed mage character being able to damage enemies really fast, I increased the length of the map, i started working on the shop gui, added collision to the mage projectile, now all enemies drop coins on death in the dungeon gamemode, fixed coin particles spawning in the wrong place

GitHubfixed mage enemy no cooldown on attack, more work on map and shop gui, previous commit has mistake,not map gui, it was supposed to be shop gui+94-75
GitHubmap extension, started working on the map gui, fixed coin particles position+200-21
GitHubsmooth ladder animation+18-5
GitHubsimplified damage dealing and fixed issue with raycast (the fact that all previous 'fixes' were just band-aid fixes that hid an underlying problem is kinda crazy+27-34
GitHubhitbox fix, coin particles, dungeon overlay+189-29
2hr 33min9:38 PM10/27/25

Day 23:

Today I added a ladder that can teleport the player, this will be useful in the dungeons later. I also changed some hitboxes in the arrows to make the arrows being stopped look better. Created particles for coins for when an enemy dies and the gamemode is the dungeon one, as many particles get emmited as many coins are given to the player. Fixed hitbox issues with attack raycasts.

GitHubbetter hitboxes for arrows, enemy arrows also stop on walls now+191-8
GitHubenemy arrows now stop on hitting a wall+122-64
2hr 20min8:49 PM10/26/25

Day 22:

Today I did some bugfixing and polishing regarding attacks and collisions. the bat enemy now only attacks the player if it saw the player (will apply this to every enemy in the game in the future). when the player shoots an arrow it stop when hitting a wall (will apply this to the archer). Player can't hit enemies through walls anymore. Attack speed bug when changing characters has been fixed.

GitHubfixed archer attack cooldown bug+1-1
GitHubi hate hitboxes, it took me over an hour to make a raycast check for the bat enemy, now i have to do that for every enemy, atleast it works...+44-24
2min8:21 PM10/25/25

New demo, now with a tutorial that introduces the core concept of the game, some crash fixes, and probably some more bugs that i didn't notice yet (illusioner can still spawn outside of the map but i will make a hacky fix for that later

2hr 19min8:18 PM10/25/25

Day 21:

Today I added a door for the new dungeon gamemode, created the first room, did some bug fixes regarding enemy navigation and collisions, arrows now stop when hitting a wall, fixed bat attacking the player even when the player wasn't in the attack zone. added a shop that doesn't work yet, sfx are now normalized, and audio slider works a bit better i think

GitHubfixed bat damaging player even when outside of attackzone, arrows now stop on colliding with a wall (kinda, will make it more polished later), added a little shop, that is mainly textures for now+136-28
GitHubstarted working on a new dungeon gamemode, added a door to open new rooms, added camera smoothing and a way to look farther+525-24
2hr 22min9:44 PM10/24/25

Day 20:

Today I finished the audio settings for my game. Made it so that the previously disabled spikes are enabled again, cuase they were reused for an enemy type. Added the bat enemy to the pool of spawnable enemies, added a cap for the enemies in the arcade. Audio alert at the start of the game now doesn't check for clicks after it has been clicked or a butotn has been pressed

GitHubsome more gui stuff, SFX is implemented now+52-8
GitHubaudio volume now saves across scenes, sfx isn't implemented yet, but music works fine+197-108
GitHubfixed spikes disappearing on arcade load, so now spikes exist again, changed the tutorials prompt's background, audio alert when clicked won't check for clicks+42-18
2hr 14min9:46 PM10/23/25

Day 19:

Today I finally finished the settings menu, for now you can only change the music volume. added controller support and tweaked the GUI so that the user can't escape the gui elements and get stuck when using only a controller.

GitHubmusic volume slider now works+47-11
GitHubmore inputs for controller, some gui navigation improvements for controller, but still not perfect+81-20
GitHubanimation for the sound warning, working on settings+192-9
2hr 54min5:35 PM10/22/25

Day 18:

Today I fixed the clipping on the damage number text, added the enemies to the tutorial, made a campfire that will take the player back to the menu after finishing the tutorial, wasted a lot of time trying to make a shader for it. Also fixed some issues with the knight's first attack not registering which was really confusing to debug

GitHubonly made the campfire change the scene to the menu, i wanted to make the outline with a shader but it looked very goofy, so right now it's a combination of a shader and 4 campfires to get the desired outline width+189-6
GitHubbat enemy's health bar becomes bigger when overhealed, enemy's cant walk through walls in tutorial+45-5
GitHubfixed knights first attack sometimes not registering+9-10
GitHubcan progress to the sample dummy in the tutorial, fixed a no attack cooldown bug in the arrow character+55-14
GitHubMerge branch 'main' of https://github.com/asztalosm/Sanctuary-of-Nyx+263-6
GitHubforgot to commit last night, added dmg indicators to dummy+263-6
2hr 19min9:57 PM10/21/25

Day 17:

Today I added a new enemy dummy that shows how much the player damaged it, made the arrow trap work normally and it shoots in the correct direction now, added a pause menu, added text to the xp level

GitHubarrow trap now shoots correctly+4-2
GitHubnew texture for swing+118-45
GitHubfixed bug where an enemy would get flung because of some hitboxes, currently tweaking the skeleton enemy to not stick to the player, working on tutorial enemies+75-6
GitHubtutorial expansion i think+91-11
2min9:58 PM10/20/25

quick demo push because i think i hit 10 hours. There aren't that many things in this demo, other than bugfixes related to hitboxes and some slight tweaks, as i am still very busy working on the tutorial and I don't want to ship a half-baked tutorial. once I have the tutorial completed I will ship a new demo

Controls:

1-4: switch characters

shift: roll ability (you dodge enemy attacks by becoming invulnerable)

left click: attack

right click: ability, each character has a different ability

R: open menu to upgrade your skills.

2hr 18min9:53 PM10/20/25

Day 16:

Today I added textures for the border in my tutorial, added more text to the tutorial, changed the arrow traps to shoot at a marker2d, added a text on the xp gui that shows the player's xp

GitHubadded text for current experience progress, added more text in the tutorial and expanded on the map in the tutorial+155-18
GitHubsome more tutorial messages+2-2
GitHubtraining dummy, more text for the tutorial+270-14
2hr 9min9:57 PM10/19/25

Day 15: Today I added a tutorial, with a tutorial dummy, fixed the assassin character's ability so it can't move through walls anymore

GitHubcreated a script that guides the player through the tutorial and also fixed the character going through walls when using the first character's ability+91-7
1hr 58min10:00 PM10/18/25

Day 14 of 30 days of shiba:

Today I added a bush that hides the player, 2 attacks for bosses (ground slam, teleport attack), fixed node structure for the crystal elite enemy that would stop the death function from fully playing, added new health bar for the elite enemies, created a new scene that will be for the tutorial and made a sign for it (no showcase because it's art and i didn't record it)

GitHubstarted working on tutorial+131
GitHubnew health bar texture for elite enemies+114-55
GitHubforgot to commit but i did some small bugfixes on enemies, added a bush that can conceal the player, currently working on a stomp ability for the knight boss+149-28
2hr 9min12:47 AM10/18/25

Day 13 (technically not since I am late because i had to do other stuff): Today I added a new Elite enemy, the reaper, with 2 attacks, and some slight changes to the sprites. also created a base for the elite enemies, and i will make new base enemies for every type of enemy so i can create new enemies faster.

GitHubreaper character has 1.5 attacks completed out of 3+477-56
GitHubbase of reaper elite enemy started, gonna finish this on my laptop+410
GitHubsprite changes+1-1
2hr 18min9:43 PM10/16/25

Day 12 (even though i said 11 in the video)

Today I finished the attack for the skeleton enemy, added a third attack for the crystal figure, tried to make the shader for the glitch effect myself but I couldn't get it right so now i am using a shader from the internet. I created a bat enemy that has lifesteal, hackatime for some reason doesn't count my time anymore, so I can only post this devlog at 1h 48 minutes, but this issue is explained in the video.

GitHubbat enemy+442-4
GitHubwanted to make the glitch effect by myself but couldn't make anything that is good in the visual shader menu, so i am now using code from the internet, shoutout arlez80+203-49
GitHubadded wall defense for the crystal enemy+60-1
GitHubadded attack for skeleton enemy+40-7
2hr 21min9:40 PM10/15/25

Day 11: Today I finished the statuses for the armored skeleton (and somehow completely forgot about it's attack so i'll have to do that tomorrow)

I also added a new enemy, which is supposed to be pretty hard, like an elite enemy of sorts. making enemies is so tedious, i really should have a base that i can copy and paste so it makes my job easier, so i might do that tomorrow too. Also tried making a glitch shader but my brain didn't really function so now it's just a simple color, but i promise i will make it cool!

GitHub2 attacks finished for the crystal character, also tried to make a glitch effect using shaders but it looks very bad so i'll finish that tomorrow+196-13
GitHubcrystal character base completed, now gonna work on attacks and the special effects+408-25
GitHubforgot to commit, but finished the skeleton enemy and now i am working on crystal one+310-28
4min9:51 PM10/14/25

New demo cause I hit 10 hours once again, added illusioner enemy, fixed infinite health bug, added passive regeneration, fixed defense.

1-4: switch characters

shift: roll ability (you dodge enemy attacks by becoming invulnerable)

left click: attack

right click: ability, each character has a different ability

R: open menu to upgrade your skills.

GitHubshielding works for the skeleton enemy, rewrote how the player damages the enemy, todo rewrite it for projectiles too+254-24
2hr 7min9:37 PM10/14/25

Day 10: Today I finished up the illusioner enemy and started working on a more advanced enemy type which for now can stun the player, block it's attacks, and in the future will be able to charge at the player. also rewrote how the enemies take damage.

GitHubstarted working on the most advanced enemy as of yet, with multiple moves+242-38
GitHubIllusioner is complete+6-3
GitHubillusioner 90% complete+31-22
GitHubMerge branch 'main' of https://github.com/asztalosm/Sanctuary-of-Nyx+825-25
2hr 26min9:59 PM10/13/25

Day 9: Today I added a new attack for the knight boss, first character's ability now deploys a smokescreen which you can use to get away from the enemies. you can't attack enemies while you are rolling, started working on an illusioner enemy which is very broken as of right now, and added a shader for the next enemy's projectile which was supposed to be the projectile of the illusioner

GitHubfirst character's ability now deploys a smokescreen that stuns enemies and lets the player escape from them 'permanently', some illusioner stuff, but currently very broken+260-14
GitHubIllusioner attack shader, took me a long time :sob:+407-7
GitHubstarted working on illusioner enemy, made it so player can't attack while rolling+66-1
GitHubHoming attack for knight boss, also some hitbox fixes for the other 2 attacks+102-13
GitHubMerge branch 'main' of https://github.com/asztalosm/Sanctuary-of-Nyx+938-105
2hr 34min9:33 PM10/12/25

day 8: Today I added speed increase for the roll ability, added a way for true damage where the player's defense stat doesn't count. Also added 2 attacks for the knight boss, and a slow-down for the berserk abilty. (+ spent a lot of time on the circular attack)

GitHubslowdown for berserk ability, fixed true damage and visible sprites+13-1
GitHub2 attacks completed out of a lot of them, why do enemies take so looong?+121-12
GitHubadded speed boost to the roll, first attack for the knight boss is complete+164-17
1hr 57min9:23 PM10/11/25

Day 7: Today I added the knight character's ability, arrow traps, new shader effect for rolling, fixed the defense, so now being damaged is calculated correctly (which took me a long time because dictionaries don't give an error when you have a typo in a key name)

GitHubArrow trap+77-2
GitHubactually fixed the defense stat+23-15
GitHubfixed Defense stat+10-13
GitHubadded the explosion effect to the barrels, changed the roll shader a bit, and fixed a crash with killing enemies (hopefully)+61-5
GitHubAdded a new shader for the roll, but since i am not that good with shader code it took me some time to create and also had some issues with the animationplayer that manages the visual effects for the player+78-53
2hr 3min9:59 PM10/10/25

Day 6: Today I added parrying, passive regeneration of health, fixed an overheal issue with the lifesteal ability, added a special attack for the archer that shoots 10 arrows really quickly, started working on the knight, and I started reworking some of the logics behind attacks and damages, because currently there are some issues with them.

GitHubso i created some parts of the knight and now realized that I have to change how the defense stat works, how hitting enemies work, i added lots of comments as todos, but atleast the 3 characters I have right now kinda work+254-28
GitHubadded passive healing+4-3
GitHubcompletely forgot to commit, but i added a rolling mechanic (dodge), rerolls, fixed invulnerability with lifesteal ability, gonna work on passive healing+109-21
GitHubi mistyped Ability as Abilty+11-17
GitHubworking on archer character, now has an icon and trying to make abilities work with switch statements but its crashing a lot+109-14
GitHubMerge branch 'main' of https://github.com/asztalosm/Sanctuary-of-Nyx+131-43
GitHubneed to commit because of a single file+40
1hr 26min10:37 PM10/09/25

day 5(hopefully it still counts because I sadly went over to day 6 by 20 minutes (+ internet outage))

Today I made an Archer character type shoots arrows, still no assets or abilities yet but atleast the character exists.

Mage character 8 directional movement complete, but I still have to do animations.

GitHubArcher character type exists and can attack+91-15
GitHubmage directions+80-28
GitHubCAN THIS WORK?+73-5
GitHubExplosion animation and some hitbox fixes+13-18
GitHubmage spritesheet+67-9
27min9:17 PM10/08/25

Just a quick demo cause I haven't pushed one out in SO long. Since last demo I added explosive barrels, ability for the second character, spikes, a splasher enemy, changed the font, removed the inventory system (wow added so much with that) and changed some keybinds, made the menu accessible for keyboard only too

1-2 : change characters

WASD/arrows : move your character

Right click : ability

Left click : attack

1hr 56min10:52 PM10/07/25

Day 4

Today I finished the explosive barrells with particles, spikes, they now spawn randomly throughout the arcade gamemode, the stun ability was changed so it doesn't pause the node but just boolean so now you can actually kill the enemies without issues.

GitHubspike script, spike icon, changed the grass tilemap the arcade tileset, THIS COMMIT HAS MULTIPLE ARTLOG FILES+157-10
GitHubadded a stun function to every enemy to finish the second character's ability and finished the explosive barrel srcipt+106-68
GitHubpreparations for explosive barrel+12-2
2hr 11min12:20 AM10/07/25

Day 3: Today I finally got myself to do the life steal ability, along with that i finished the last stand ability, started working on an explosive barrel and made my menus navigateable with just the buttons

i really need to stop procrastinating so i finish work earlier than 2am on a school day

GitHubstarted working on explosive barrel+124
GitHubmanually went in and binded stuff to work with only keyboard control, this is a prerequisite for KB control only cause that was a feedback i got+51-12
GitHublast stand ability is mostly done, i wonder if people will realize that it doesn't work as intended but whatever...+22-11
GitHublife steal added+16-12
GitHubMerge branch 'main' of https://github.com/asztalosm/Sanctuary-of-Nyx+401-119
GitHubLife steal might work but i have to commit so i can pull the fixed invulnerability head+14-4
GitHubSplasher enemy now spawns in arcade+7
1hr 59min10:22 PM10/05/25

Day 2: Today I finished up the splasher enemy by making it move closer to the player so it can attack constantly, added the lingering effect to the splash potion along with making changes to the player's hit function so now it can take attacks that can't be dodged. added an ability for the second character that stuns enemies. Removed the button to access the inventory for now. Fixed an invulnerability issue when lots of enemies attacked the player.

deleted my previous devlog because it said day 1

GitHubnew ability that stuns enemies, with sound, removed inventory system, slight rework of the ablity system so that it can accomodate new abilities in the future+150-14
GitHubfixed invulnerability issues, made invulnerability 0.2s longer + minimum damage the player gets hit with is 0.1+15-35
GitHubfixed linger effect so now it doesnt despawn after enemy dies+25-48
GitHubsplash potion now lingers+215-26
3hr 47min2:49 AM10/05/25

Day 1: Today I changed the font in my game but this took me a lot of time because it took me a lot of trial and error to realize that i have to change the size of the texts in my game because reimporting couldn't fix the subpixel (?) issues i had. Additionally most of the splasher enemy is done now, i just have to make the potion splash and everything will be great!

0199b245-ded4-7784-baf4-32a5321d3d94.png
GitHubsplasher enemy main functions, will add the actual splash part later because its 4am right now+344-8
GitHubhad to change EVERY SINGLE NODE'S FONT SIZE and had to reimport fonts a lot of times to be able to actually make the font in my game pleasant to look at+354-118
GitHubsprite for splasher, fixed a crash with archer enemy script trying to spawn arrow after being queue_freed+165-11
GitHubMerge branch 'main' of https://github.com/asztalosm/Sanctuary-of-Nyx+920-353
GitHubstarted working on splasher enemy+26-1
4min10:17 PM09/21/25

so this is my demo for the randomness week, i added a new gamemode. i know there are bugs regarding the defense skill, will fix that, ambient noise and in game music is planned, along with more enemies. I plan on adding a boss wave to the arcade gamemode which will drop items, so there will be an actual function for the inventory system.

4hr 13min10:11 PM09/21/25

arcade gamemode 99% complete, still have to fix stuff with the defense skill but whatever, im pushing a demo cause i think i am way past the 10 hour mark. with randomness week i should have 14 hours so yay for that i guess

GitHubso arcade gamemode is almost complete, only some finishing touches and then ill start working on the cursed skill tree which you can upgrade with your arcade points, fixed the issue with the defense healing the player, enemies now get the stat boost that they are supposed to get and i think thats it+24-6
GitHubi forgot to write in last commit that i added particles, now i made it so the arrow actually rotates to the player, added a sprite for it, particle effects for the archer and necromancer, they now give points and xp too+233-87
GitHubskeleton enemy now gives xp and points, waves now end correctly i think, there is now a wave end text box and i think i did some more but i forgor 💀+238-60
GitHubfixed a bug with one of the stats not being set correctly, which took me a lot of time, added camera shake, will now add blood particles+18-14
GitHubcharacter now has all stats applied along with the buffs, currently working on camera shake on hit+147-39
2hr 1min5:18 PM09/19/25

arcade gamemode 90% complete, really hope my 2 hours count this time cause i spent SO much time debugging issues. all enemy types now spawn, waves count

019962fb-1875-7855-b9bf-a75a3d6a7081.png
GitHub90% complete with the arcade gamemode, really hope the 2 hours actually count this time cause so much time went toward bugfixing+322-209
GitHubidk what i did but changes so git wont cry next time i need to pull+11-10
GitHubcreated the logic for the enemies to spawn, todo is xp stuff and wave end, and an enemy counter, but i think progress is going great so far+219-35
2hr 27min8:45 PM09/18/25

created the logic for the enemies to spawn, todo is xp stuff and wave end, and an enemy counter, but I think progress is going great so far

GitHubPassed variables through to the waveoverlay script, created the spawners for the arcade gamemode. Todo: enemy spawns, randomized environmental items like fire, explosive barrels, slow downs that spawn dynamically+106-17
GitHubadedd stuff to the arcade script+55-13
GitHubcreated the description changing script for the arcade gamemode along with a little guide in the start, character attacks now have a random pitch, made footsteps a bit louder.+1226-36
2hr 26min8:01 PM09/17/25

created the description changing script for the arcade gamemode along with a little guide in the start, character attacks now have a random pitch, made footsteps a bit louder.

2min8:33 PM09/16/25

well, i need to ship a new demo but i am nowhere near where I want to be, new menu, enemies, new WIP gamemode, small "tutorial", fixes for some bugs. i hate the fact that i am adding content that doesn't actually contribute to the enjoyability of the game for now, ugh.

3hr 15min8:26 PM09/16/25

I realized that the campaign wouldn't be too arcade-like so I am creating a new gamemode that is just fighting, bosses are still a todo, changed the menu up a bit, fixed an issue with the health not scaling with the points spent, also fixed an animation issue where using the shadowstep ability would make the players animation not play correctly, todo add more enemies and randomness to the gamemode.

GitHubtutorial, menu changes+723-103
24min9:41 PM09/11/25

really quickly created in-game objectives that explain the game, this is a gpuparticle node in an area2d that detects when the player is in it and if the player is in the zone, the tip becomes visible.

01993ab8-8420-7be0-a1ca-154da0b8c0bf.png
1hr 59min9:18 PM09/11/25

changed the menu up a bit so it looks nicer, added a campfire animation, and constellations that when clicked on connect and become visible, this is for the interactive menu element challenge

01993aa4-0f18-72e2-a13d-cfac91f21980.png
GitHubnecromancer, archer enemy+877-7
4hr 11min10:56 PM09/10/25

finished the hardest challenge for myself, 2 new challenging enemy types - one summons 2 very fast skeletons. probably pretty buggy for now but atleast this will contribute to the fun factor. unless people find it too difficult (foreshadowing?) but yeah, next step is a tutorial and interactive elements to the home screen, thankfully this is mainly static art and writing so i don't have to make huge sprite sheets and complex enemies

019935d5-a2c6-7f2f-8dc4-7e15fd3bf5e4.png
GitHubnew tileset textures, slightly bigger map, slight code add to the miniboss+121-14
GitHubboss dummy can die now+91-12
GitHubpushed update to be able to work from my pc, changed miniboss healthbar and added temporary assets along with started the code for the boss+105-4
7min8:24 PM09/07/25

since last release, i added chance for dodge, level up sound effects, character shader changes, new assassin sprite sheet, inventory GUI changes, tooltip script, now used both in skills and inventory menu, functional 8 directional movement for the mc, skills are fully working, defense gui fix, HUGE changes to the codebase to help with the multiple character parts, particles for changing characters, mage projectile, mage temporary textures, and changed how the projectile worked in that time. for full commit logs check out: https://github.com/asztalosm/Sanctuary-of-Nyx/commits/main/

GitHub2025-09-07 release, remade skills gui, mage stuff, overall made the code better to accomodate for the multiple characters+197-160
6hr 18min7:04 PM09/07/25

i hate this devlog, had to rewrite the entire Skill GUI code just for formatted tooltips that don't even look good. Anways, buffed and nerfed the mage attack. next update will have the archer character and a boss to fight hopefully, next release will hopefully have a working item drop and inventory system. and i still need to make a good looking tileset and enemy animations, hoping for a really long artlog.

0199258d-890b-7c9d-998f-a438397204ba.png
GitHubskill gui rework to add custom tooltips+345-40
GitHubadded movement to the mage projectile+47-40
GitHubmage projectile textures, script and character script changes to attack+219-20
GitHubgui and character script changes, better particle system+121-79
3hr 6min10:18 PM09/04/25

rewrote some character stuff, but rewrite isn't complete yet. will take a long time, currently working on a projectile system for a mage character, after that im making an archer. this is taking a long time cause i already made a system that i don't really want to change but it's starting to become a lot easier to work with.

GitHubcharacter change particle and some script changes for the character+103-8
GitHubsome stuff to help with adding projectile character and hopefully fixed Defense part of skill gui+176-88
GitHubGUI changes for inventory, stats, tooltip script, 8 directional movement, skills are now fully working (well the 5 that exist)+848-107
4hr 50min6:38 PM08/31/25

8 direction movement is based on player's direction, changed health to be a float datatype and not an int, this makes the skills that the players can have better. Added skills, which can make the player do more (physical for now) damage, take less damage, walk faster and have higher chances to dodge and increase health. Also created a custom tooltip system for the inventory for when you hover over the equipped item's slot, will have to add this to the grid and to the skills tab to make it look better.

GitHubnew assassin sprite sheet, 1h of work+81-16
1hr 46min4:47 PM08/30/25

menu gui design for the skills tab, devlogging this because i am finally home and i can now use my pc to make stuff so hopefully development will be a bit faster now

0198fbdf-be45-7aa9-93d2-7900795c2693.png
GitHubbuttontheme theme changed panel design, defense, physical attack icons for the skills menu, changed skills menu and inventory menu to be darker+623-111
GitHubdodge isn't 100 percent now, forgot to change that back after testing+1-1
GitHubLevel up sound, changed xp bar, character shader changed, scripted the dodge to be better+147-5
40min9:50 PM08/28/25

changed the xp bar a bit to be slightly smaller, when the player dodges, the character now becomes yellowish. Also I am doing daily shiba moments instead of every 3-4 hours because i can only work around an hour a day cause of my job so that i can actually write down what i added instead of waiting for days and forgetting things

0198f2a6-80c1-705f-9874-a02c7618b7cd.png
GitHubxp bar, enemies spawn, give xp on death, character has levels, xp, skill points as stats, super subtle shiba with konami code in the menu+364-142
1hr 4min9:46 PM08/27/25

Very quickly created the Super Subtle Shiba, and also added an xp system where you can level up and get skill points (cant use them yet and there is no menu for it), enemies now constantly spawn in the testplace,

hint for Super Subtle Shiba: konami code in the menu. i still have to make a way for the player to see what level they are on. after that i'll probably work on the skill points, after that the inventory system and a boss. soo much work to do i am starting to reach the point where i don't even know what i finished and what is left for me to do, i am sorry if these devlogs and demo's are confusing.

GitHubJust realized I also changed the character healthbar progress bar a bit that is not written in toays devlog, oh well.. added inventory texture, backpack texture, started working on inventory in character, damagearea slightly improved to accomodate dodge+278-31
1hr 19min8:48 PM08/26/25

inventory gui stuff, boss health bar, wrote some todos for the future, added dodge, started writing the inventory system, pressing E now opens an inventory texture and pauses the game. game GUI now has a backpack with the letter E to show the inventory

image.png
GitHubdummy enemy movement, hit function on character, shaders, tileset changes+405-133
1hr 21min8:13 PM08/25/25

changed the character damage so that the player character has a hit() function that takes damage as a parameter then loses hp, runs death animation if applicable, plays a shader (shader script in image) through an animationplayer, also plays the hit sound. also gave the dummy enemy pathfinding, attacks, also made some changes to the tileset so that the dummy can pathfind to the player.

image.png
GitHubLots of textures and sounds added, changed the menu background, how the sounds play, character has a soundcontroller node, can kill the dummy enemy in the tutorial, can die, there is a death screen, right click ability.+1147-99
2min8:39 PM08/24/25

Featuring a menu that can be navigated via the UI buttons (arrows)

you can move with WASD, attack with left mouse click, use your ability with the right click. game also features some audio. please excuse my art, never drawn this many assets before, will try my best and please give feedback or ideas if possible <3

3hr 23min8:31 PM08/24/25

did a lot of things during the last few hours, in the video i expanded on the GUI stuff, the ability and the health bar now update in real time, enemy can die, the current right click ability makes the character move faster. Changed the menu background to be a scrolling background rather than a static one, added sound effects for footsteps, death, swings, hits, buttons. Had to change some previous code. higher quality video at:

https://hc-cdn.hel1.your-objectstorage.com/s/v3/761ed302e1a484c422abbd048d9afce9fdf1e0d82025-08-2422-21-28.mp4

image.png
4hr 47min2:03 PM08/24/25

Asset for the assassin class (dummy enemy has the old assassin design), added attacks, death screen, a GUI

image.png
GitHubCreated sprites for assassin, grass tileset WIP, made some shaders for the menu, base character script is WIP but getting along+546-9
3hr 21min2:30 PM08/23/25

Created the menu for my game, created sprites for the classes selection, made an icon for the game, also made some sound effects and music for the game

GitHubMenu mostly complete, created some textures for it, shaders, class selection+544-60
GitHubAdded some menu animations, gonna work on class selection after i wake up, gn+85-12
GitHubExpanded on the menu, added themes+79-7
GitHubMenu design complete+294
04:10 PM08/19/25

I already had godot and hackatime set up, i don't yet have a name or an idea for a game

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