Dive into Fur & Fables, a party based bullet heaven roguelike! Assemble a party of adventurers, level up, and recruit new friends along the way. Experiment with party composition and synergies to fit your playstyle to save Fabletown from the endless hordes of monsters!
[h2]Greetings, fellow travelers![/h2]
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Welcome to our second Devlog! This time, we want to talk about new enemies you will be facing in your adventure! I hope you will have a great time reading, and let’s jump into it!
In the upcoming weeks, we will share more Dev Logs to keep you up to date with the game's latest developments..
[h2]New Enemies[/h2]
I’d like to take this opportunity to talk about the game’s visual development and graphics, as the next version will feature a new family of enemies. Throughout the development of the game, we’re trying to keep things coherent and consistent to create a more real feeling to the world of Fur and Fables.
For the first group of enemies you encounter, we had a few design pillars:
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[*] We don’t want the player to feel bad for defeating a large number of them..
[*] They shouldn’t be scary or too “evil”, to keep the cute vibe of the game.
[*] They need to be visually distinct from the main characters.
[*] No common fantasy tropes or races such as orcs, goblins, or zombies.
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After several sketches and iterations, we came up with the rock enemies. Eric, the game’s graphic designer and animator, created a family of rock monsters that were clearly different from our animal heroes.
They answer all of the design principles we set out to achieve:
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[*] They are made of stone and rock, so players won’t be too sorry for them
[*] We intentionally kept them looking kind of neutral looking (no red eyes and sharp fangs)
[*] They have a distinct and limited color palette that’s different from the main characters
[*] They are unique to this world we created
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For the second wave of enemies, we wanted to mix things up with a completely different look and feel. To expand the world of Fur and Fables, this time we wanted to create something that would represent the darker mirror of our heroes. Our animal heroes are, well, heroes! So what would animal villains look like?
By the time players reach this new group of enemies, they should be familiar enough with the game that we don’t have to be so careful with keeping everything extremely clear - both visually and morally.
These enemies are much more similar to our main characters, but obviously from a different culture. They feature more skulls, horns, crude blades, and fur loin clothes. We drew inspiration from fantasy artists like Frank Frazetta and Simon Bisley, and from “Sword and Sorcery” classics such as Conan the Barbarian and He-Man.
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The new barbarian enemies will be featured in the next version of Fur and Fables.
[h2]Balance Updates and Bug Fixes[/h2]
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[*] We’d like to thank all of you for your support and for sending us reports on bugs and balance issues!
[*] Most of these have been addressed:
[*] You can now sell characters for Level-Up points.
[*] If you lose your entire party and have no characters in the roster, new characters will cost 0 points so you can keep playing.
[*] Meta upgrade costs have been tweaked.
[*] Reduced the cost to level up your characters.
[*] Fixed some navigation issues in certain menus while playing with a controller.
[*] Fixed an issue where the game sometimes wouldn’t pause or would unpause when opening some menus.
[*] Fixed an issue where your characters could take damage while the game was paused.
[*] Fixed distorted text and UI in some monitor resolutions.
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Thank you all so much for supporting us and giving us feedback. If you haven’t yet, make sure to wishlist Fur and Fables, and don’t forget to join our [url=https://discord.gg/aAr4fMAuE5][b]Discord[/b][/url] server.
[i][b]~ Fur and Fables Dev Team[/b][/i]