An RPG game unique employing elements of strategy and action!
The development of Juno has come far. Initially, what was a zoomed out amalgam of madness in which you must squint your eyes in order to see what was on the screen and keep track of an extremely busy UI has now been simplified into a very streamlined experience.
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The map UI itself has been upgraded. There is now a hot key system where you can quickly slot in consumables and blow through them with never before seen godly goodness speed!
There is now a time gauge which easily lets you keep track of time in the game which in turn allows you to know when to move to designated areas for special events! Keep in mind NPCs have different move paths based on whether it is a weekend or holiday.
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The battle system has been rehauled with regards as to flow. There is no battle command anymore. Instead, depending on which button you press, there is a circular gauge which pops up allowing you to cycle through each skill and swap them out as per necessary. This is accessible only when the battle gauge is full or at the start of battle. The weird overlay with actors when in abnormal or crisis state has been disabled by disabling those motions
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Currently finished is the spirit realm generator. This ties in with certain story elements and as such cannot be elaborated on upon further. The layout of these realms are different every time and as such, trying to memorize a path through them is pointless. Some may also loop infinitely.
They come with the general fare of pitfall traps, monster spawners, teleport into lava, the nice stuff.
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With so many changes (Mostly under the hood) the demo has been disabled. progress of development may be followed on the twitter account.
Current focus of development right now is story/debugging.