Hi everyone! Happy November!
Here is our monthly update with what's going on at whimindie. Please note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.
---
Spellbearers
I want to start off by saying that this month's update will be the final game-development related monthly update before the Spellbearers launch. Future updates will center on backer updates and fulfillments, a retrospective on the project, as well as release date and porting timing when we have finalized decisions on these.
This is good news for the project as it means we are nearing the finish line and most of the remaining content that is left is in spoiler-territory. Thank you all for your support and backing of this project through Kickstarter and your supportive comments on Discord. It really means a lot to us that you all have given us this opportunity. I really hope you'll enjoy playing through Spellbearers on Steam and Xbox.
Now on to the footage! Please note that this is not finalized and subject to change. This was taken and implemented by our game director Gerren - Please take a look.
All four Spellbearers are implemented along with the brand-new character selection screen. If you remember in the 53rd development log that was posted a year ago, we showed off mockups of the character selection screen, so it's awesome to see all of the work of the art team come together full circle.
You may also have noticed there will be secret rooms! There will be a secret room in every level that will include bonus powerups, lives, treasures, and achievements! I hope you can find them all.
---
Selatria
Meet Merrylegs Squigglefingers!
If you're a long time fan of the project, you might notice this enemy is from the title screen of the first part that we released on Steam and itch.io, and you'll actually be able to fight him on the Faylien continent. Squigglefingers is one of the toughest optional superbosses, so best of luck if you can defeat it! Also, you may notice a small change in the battle window above. I mentioned in past development logs that we are looking to improve the UI a bit to make it so it's a bit easier for newcomers to learn and pick up the controls. Jon is currently implementing a system where the controls will appear for keyboard and controller and they will be based off the last input of the player. Right now Selactite is being used as placeholders while Deborah is working on finalized pictures of the buttons and keys that will display for controller and keyboard players. And for those who liked it the old way, don't worry! All of these controller/keyboard suggestions will be toggleable in the Options menu.
I'm hoping to show some footage of Chapter 5 and some updated battle UI in next month's updates. Until December!
---
That's all for this development log. Thanks for your support, and be sure to follow us on Facebook, Twitter, Twitch, and join our Discord! Until next time!