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« Reply #40 on: May 13, 2020, 12:43:27 PM »


Devlog 39 - Samurai Parry!

Hey guys, we're back with another devlog! We want to show you some VFX we've added as launch date draws ever closer. Today we want
to show you the Samurai' parry VFX.




So first up we have the parry indicator. It will show every time the parries activates, and we think it's a pretty neat effect.

Next, we have the actual parry animation. We wanted to give it the classical samurai quick attacks and slashes, to make it easily recognizable.




So as we keep implementing new things, we'll keep you guys updated. As always, if you're interested follow us on Twitter, and remember to wishlist our game on Steam!
 
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« Reply #41 on: May 15, 2020, 12:24:59 PM »


Devlog 40 - New Log VFX!


We're back for our 40th devlog! We've hit another milestone in the amount of devlogs we've made, and we want to thank those of you who are interested in our game and keep reading these devlogs.

For today, we have the updated VFX for our ranged enemy, the Log.




As you can see if you look back to the previous devlog in which we first showed its attack, we changed it from being physical stones growing from the ground to impale everyone in its path, to a more magic looking attack, in keeping with its magic/green fel aura. It still surges forward, making no distinction between allies and foes, so be ready to use it to your advantage! As we've said many times before, positioning is very important.

As always if you are intersted in the game, follow us on Twitter, and because we are less than two weeks away from launch, whishlist the game on Steam here!

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« Reply #42 on: May 17, 2020, 11:45:02 AM »


Devlog 41 - Height clarity!

Hey guys, we're back with another devlog! This one would also fall under the QoL category, as its about making height differences more visually clear.






As you can see, on the left side of the level, we have a small cottage, whose roof you can access by going up a stair made of crates. On the first tests we did, we realised the players didn't really know which parts were higher than others, and how to access them. To remedy that, we've tried to make it easier to see which tiles you can use to go higher.




We've tried to make it so in different levels. Here you have the stone pillars you can use to go higher, which are clearly distinct from the ones meant to block movement.

As always, if you're interested in the game, follow us on Twitter and wishlisht here!


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« Reply #43 on: May 20, 2020, 10:07:26 AM »


Devlog 42 - Bosses!

Hey there, we're back with one of our final devlogs! As launch date approaches (May 25th), these last devlogs will be brief and we'll show you the last few things we haven't shown yet. Today, that is bosses. There will be bosses in our game, for anyone wondering, and I don't know if we mentioned that before so it might come as a surprise to some of you silent readers.

We have three bosses, distributed among the different levels, but we'll only talk about two of them and leave the other as a surprise to anyone who plays our game.

So first up is our own, homemade Dark Lord! He is a fearsome enemy, who has two attacks per turn and spawns goblin enemies. We won't say more in order to not spoil the fight, but those are the basics. As you can see in the gif below, we've made his tag visible at all times, in order to make it easier for players to know how many actions and health points he has left.





As for the second boss we're going to show you, it is a Dragon! You can see he is much tankier than the Dark Lord, he also has more attacks, and he has different phases to make it more interesting.




So that's all for today, a little information on bosses to give you guys a warning, but not enough to take the fun out their fights when you encounter them. If you are interested in the game, keep in mind we launch on Steam May 25th here, and you would help us a lot if you wishlist and download it to play.


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« Reply #44 on: May 22, 2020, 09:44:16 AM »


Devlog 43 - Final skill trees

Hello guys, today we're going to show you the final skill trees in our games. We're going to show you only a couple, since showing all of them would make this post tremendously long and we feel that just seeing a couple of them is enough to get the general picture of the rest of them.




As you can see, on the left side you have your hero, the experience he has gathered until now, and the experience required to unlock the next skill.

On the right side, on the book, you'll see the passive and active skills on the right and left pages, respectively, along with descriptions on how they work. 

When you choose one of either the passive or active abilities, a message will pop up, asking for confirmation and telling the player that the other skill will be blocked.




Once you unlock a skill, its upgrade will unlock and become available, with its xp cost being higher.

Not a very long devlog, but after we wrote so many about skills and how they worked and how you could unlock them, its one of the last things we had to show. If you are interested in the game, keep in mind we launch on Steam May 25th here, and you would help us a lot if you wishlist and download it to play.


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« Reply #45 on: May 25, 2020, 05:18:05 AM »

WE ARE LIVE! Hopebringers is finally live on Steam here! We hope you guys enjoy playing it as much as we've enjoyed making it!


And please let us know how you feel in the reviews!
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