Millions of Minions: An Underground Adventure

You're locked away in the deepest, darkest dungeon. It's time to escape with your army of cute-looking minions. Use them as shields, leverage or to rule the land. Find out why you're locked away and defeat all who stand in your way.

[h1]DEVBLOG #2[/h1] My name is Mattabulous and I am the founder of Head Tilt Games. Today, I'm going to tell you about what we've been up to in the past month! [h2]Demotivated[/h2] This past month has been quite slow, and has only begun picking up again recently. This is a result of it being 'that month'. None of us are in the proper game dev mood, but thats okay! It's worth noting that this blog will probably be shorter than others. I'm writing this whilst I'm taking a break from my PC as a whole; currently in a car on my way home from Sweden! This was a much-needed break and I am already beginning to feel more creative juices flowing again. Ectho's clearly been flowing with creativity recently, because he's been making GitHub commits like there is no tomorrow! [h2]Bosses[/h2] There's some really cool things going on in the background. More specifically on Ectho's computer. He has been working on the first UNIQUE boss. The first boss is called Death Robes, and despite it being tempting, I won't be showing you what he looks like yet. You'll just have to wait for the demo later this month (keep reading for more info on this!). [img]{STEAM_CLAN_IMAGE}/36549167/bbf62186b5a63b40e789a9d66285ce3ed9b1b929.png[/img] [h2]Storyline[/h2] Me and Ectho have a fair amount of experience with storytelling so it only makes sense that we work on the story. We've been working very closely with each other and this has resulted in a prologue being made. The prologue is a fully illustrated, voiced and subtitled (in development) section at the start of the game that fills the player in with what the story entails. It also includes a soundtrack made by the talented Scotty Rich, I paid him some money and he got straight to work! [img]{STEAM_CLAN_IMAGE}/36549167/a7c02f9aa2516b490f3f8366159ca5fd9fecff5d.png[/img] [h2]Rework of Systems[/h2] We have collectively been trying to rework everything for maintainability reasons which will allow us to implement more features, quicker. One of the features we've added after this rework has been the warning before enemies spawning which gives players the chance to react to the enemies and prepare for the onslaught. This new feature has also brought along 'waves'. Waves give the game an extra dimension of difficulty; where multiple waves of enemies are spawned before you can proceed. This obviously wouldn't work with the generation system we had in place so Ectho reworked some of it and implemented the ability for us to add maximum and a minimum amount of rooms in the dungeon. [img]{STEAM_CLAN_IMAGE}/36549167/07e4bb49de33e067270c57fab2d8c3e5aef47876.png[/img] [h2]Balancing[/h2] In our previous demo, we had a lot of feedback saying how difficult the 'lips guy' was. After a lot of reworking, the Big Kisser is now in an easier state and should allow the player to actually beat them. We hope these changes will allow you to beat the enemies as a whole a lot easier. [h2]Demo releasing soon[/h2] It's coming to that time again where we release a public demo! In just under 2 weeks, we'll have another demo out on Steam where you'll be able to properly see in what direction the game is going in! Please stay tuned by wishlisting the game! [h2]Future plans[/h2] Next week, I am attending PlayEXPO Margate so we are currently working hard to provide an experience for the attendees. The hope is that we'll receive crucial feedback, more wishlists and increase hype for the product. We are also hoping to completely finish the first area of the game so we can get to work on the second area soon! Ectho is going to be reworking more assets to ensure that this area is perfect. [h2]Thanks for reading[/h2] I hope you enjoyed reading this blog! We cannot wait to hear your feedback when the demo releases in a couple of weeks! See you in the next blog in March!