Checkmage! weekly devlog 30


hi! its austin. i skipped last week's devlog because i didn't want to write it...

last week i was recording a new trailer and also took a few days away from the game entirely.

these past few days though, i've been working on a variety of things.

pixel art takes time, and i'm not always in the mood for it. but every time i draw for checkmage i learn something new.

going through and updating some of the placeholder pixel art has been an endeavor, especially for the impact site.

    

i feel proud of the impact site now, i think it has more of a personality.

jusentari and i have been discussing changes to the board. he's fixed a few lingering bugs and i've been adding more of them behind his back.





look at all these spells! three of them are platforms that are stategically shaped. hopefully they are fun to build decks around.



to fit the new platform spells i will be adding, i updated the visual of the placement ghost. now you can see what tiles will be affected before casting and know whether or not it's valid.

we've also talked about a change to the game that had been mentioned when the demo first came out. pieces move differently depending on whether its the player's or the enemy's, and spell cards should too.



this will change some existing battles a little. for example, melvin will now place conveyor belts that push the player's pieces towards his trapped tiles, making his strategy feel more cohesive. a different student will have a strategy centered around pieces being pushed off of the board later in the game.


Checkmage! is still in active development. If you want to support me, please consider sharing with friends. The game will be released on Steam and Itch for sale when I'm done making it.

Checkmage! on Steam  - play the demo now!

Bluesky - more updates, videos and sneak peeks

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