NokiMo
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Savoring Sword Devlog 15

There are 3 new Wrappers, and 2 new Modifiers being added into V1.1!

I also have been adding things into the dungeon, for example the Lever: sometimes the exit will be locked and a lever needs to be flipped to open it.

Please let me know if you have any requests for traps or interactables you would like to see in Savoring Sword!

Savoring Sword Devlog 15

Comments

I was think it could give something with buffs (extra damage to certain monster girls, higher chance to find certain things, etc.) that would be equipped into slots. So maybe like 5 slots, and when you make them you get a random buff so you'd keep the 5 best ones that you like Thered also be another girl, sort of like Akana, whod be the chef. And ingredients would go from common (finding them on walls and such) to rare (having to defeat certain monster girls to get) which I think would be a nice way to make the dungeon more lively and fun to explore The slightly different brick colors could be a good idea too! Id have to try it out and see if it'll work without making the surrounds look off, but I could give it a shot when I have the time! Thanks!

CupCupMug

I think the kitchen is a solid idea for the next room. What if the kitchen cooked not for the player, or just for the player, but for offerings that unlock abilities or next shop tier etc? I like to think of game mechanics as a checkov's gun. How does it all link back to the player's desires? This part is where considering how much work you want to give yourself rears its head. I like the idea for the minigame, nice way to help break monotony of the dungeon, but I would wonder what value ingredients you obtain from it and its quantity? Low quality so that you occasionally go out but focus on the rare, valuable drops from mobs? Or a progression based drop type? oooh, another idea is that the bricks slightly change color the deeper you go. Not every floor, but like layer 2, 4, 6, etc.

Lord Daret

Definitely need some more asthetics to make the dungeon more visually pleasing, instead of just bricks everywhere, so the pit idea I do like a lot! I did originally plan on giving buffs to the achievements, but scrapped the idea since it was becoming too time consuming. (Might add them in the future when I have some time to spare) Some challenge mode could be a fun way to spice up the game! I was also thinking of possibly adding in premade Challenge Dungeons that unlock rewards Also, for the other area in the game (the door on the left) i do want to add in a minigame to it so the game feels less repetitive. Currently the plan is a kitchen and I would add ingredients into the dungeon to gather, and for the minigame I was thinking maybe Starla slides down the mountside dodging trees and gathering other ingredients on the way down. (Still just an idea) If you have any ideas for that, Id like to hear them as well!

CupCupMug

A few ideas to throw out: Bridges over pits. Could be insta dead if too heavy or battle pit below, or just a nice decoration. When you unlock an achivement, it can act like a progression buff or unlock more content (Your choice based on balance) Challenge mode ideas 2 minute timer to get through the dungeon. instadeath or "The Reaper" chases you with two block move speed. Every step you take, the floor disappears behind you. These can provide an increase in dungeon aesthetics or could add further challenge to the game as you like.

Lord Daret


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