Cubey's Dark Dungeon

March 12th 2025

Well... this is awkward. As I'm creating this page and website I'm already a decent amount into making the game. Let me very quickly summerise what the idea of this game is going to be.

So... where am I at now? Firstly, I've got the player moving, shooting and taking damage. Enemies are also able to take damage from bullets and laser tiles placed on the grid. Currently there are 4 different enemy types: normal enemies, strong enemies, levatating enemies, and rogue enemies. Cubey currently only takes damage from touching enemies, but I plan to change this pretty soon with more enemy types.

In terms of enemy encounters... well... the entire game is currently an endless encounter. I've not done too much on the actual progression of the game yet, as I want to get more of the core systems working beforehand.

One of these core systems is the boost system. Upon release, I plan to have around 60-ish boosts, with more coming after release. Right now there are 33 different boosts that are functional, and there are an additional 6 boosts I've not finished implementing yet. There are 5 different rarities of boosts, from common all to way to mythic. These boosts all have a lot of variety and different levels of strength, from increasing attack speed to making lasers cause chain reactions to making enemies explode into a laser attack as soon as they die and so, so much more.

So yeah. This is going to be pretty different to some other devlogs as I wouldn't usually start a devlog mid-way through a project, but here I am! I hope you enjoyed the read! See ya :D

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March 15th 2025

Well hello there. I've not done too much in terms of actually developing the game since the last devlog, but I've been doing some balancing and some conceptualising ideas for the game.

I've got an idea for there to be "timed encounters", which are encounters that instead of having a wave count, have a timer (probably around the 3-5 minute range, but this is very subject to change when I actually implement it). Instead of picking a boost after every wave, you can pick a new boost every 20 seconds, but boosts also have a lifespan of 100 seconds, meaning you can have a maximum of 5 boosts at once. I'll probably try and think of more plans to do with the enemy encounters, as just having one type of encounter is likely to get stale, especially lategame when you're going to be having a lot of powerful boosts, meaning encounters are likely to be easy as hell.

I've also been thinking of boss ideas, I've currently got 2 ideas for bosses this game can have. One of these bosses is shadow cubey, a boss which mimics how cubey moves and shoots. The other idea is currently unnamed, but the general idea is that it would steal boosts from cubey and would invert them to work in the bosses favor. The boss ideas are currently very subject to change, as I've not implemented anything with them yet. I still think the ideas are both cool and have a lot of potential.

Well that's pretty much it for now! I hope you like my ideas, feel free to let me know what you think on discord! Au revior :P

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March 23rd 2025

Hey it's been like... some days. I think it's time I do a devlog :fire:... Wait this isn't discor-

Alright so I've been working a few smaller features that are still going to be useful. I've implemented a few more boosts (the total working count is 38 boosts now), and done a little bit of balancing to keep things fair. On the topic of boosts, I've done a thing which is very subject to change: a boost limit. Basically: you can have a maximum of 10 boosts at once, once you collect another boost when you have 10 boosts, then the first boost you got gets removed. This was mainly added for when I implement the previously mentioned "timed encounters", but I might implement this into regular encounters if I deem it necessary. Other than the boost limit, I've implemented some smaller changes to some boosts.

Oh also, if you want to see the boosts I have planned/implemented, then you can check out my google sheets I've put together for this!

The next feature I've added is also pretty small... literally. Baby enemies! All enemies have a 1 in 7 chance of spawning as a baby enemy. These enemies are 50% faster, but have 75% health. Right now, all enemies can spawn as a baby, but there's a chance I'll adapt this as I add more types of enemies.

Lastly, I've implemented a small feature where after non-baby enemies get defeated, they have a small chance to drop a collectable. Right now the only collectable is a way of regenerating health, but I plan to add a bunch more things in order to spice up the gameplay >:)

Well that's a wrap! Adios amigos!

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March 30th 2025

Heya! I've been hard at work(?) for the last week and I've got some pretty exciting news!

First off... I've released a demo for the game! It's very (VERY) work in progress, and is very likely to be quite different to what the finished game is like, but it's a demo!

As for what I've done to the game since last time... honestly not much lol. Mainly just rebalancing things in ways like changing their stats or rarities.

Well uh... what language can I do now... uhhhh... до свидания

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March 31st 2025

Boo! Did I scare you :)

Very quick announcement related to yesterday's release: I've made a feedback form which you can find here! If you want to fill this in then make sure you play the game first! Ok, announcement over. So until April or May or June or [INSERT OTHER MONTHS], do widzenia!

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