Second Streamer, New Bosses, Third Trailer, and Progression Rebalance
This week in Bloodmoon has been a fun one! So much has been happening it's kind of a whirlwind. First of all, I had a new streamer reach out to me due to the Steamers x GameDevs channel and they let me know they will be making a stream about my game. It was a lot of fun to tune in and see their reactions. Here is the stream if you are interested: https://www.twitch.tv/videos/2495188717
In other news, I managed to find a new trailer editor to take a swing at developing a nice announcement trailer for the game through a long trail of connections, and I was able able to expand my list of influencers to reach out too.
Oh yeah, and on top of the marketing side, I am working on a MASSIVE rework to the balancing and questing systems in the game. I can't wait to show it off, and I'll be hosting playtests on my discord for anyone interested. Let me know and i"ll happily give out test keys for the game and do some testing live!
Art
From an art perspective, we're getting close to the end of Level 3! It's been a journey but we now have most of the elites and major bosses ready. Allow me to present the Brimstone knight!

This guy is inspired by the Cinder knight in Darksouls 3. I love the smoking red and black color palette and he has a ton of cool attacks to go with the theme. However, those I think I'll save for the game and instead just show his death animation haha!
On top of that, Ref has started working more on the second Major boss of the level, the Plague knight (Sensing a knightly theme here?) This guy is inspired by the plague marines in warhammer and my god is he a stinky boy
He almost looks like a rat that crawled into a suit of armor. I love it.
Music
Another fun little development is that Juan is now working on the FINAL track of Bloodmoon Survivors. This is so exciting. He gave me a quick preview and I immediately green lit it for the full track. I am a huge for of this one and think everyone else will be too. We are actually hiring a professional singer to do the vocals and add a choir throughline to the track, it's going to be EPIC
Programming
On the programming side, I've been analyzing the streams and looking trying to figure out what I could do to improve the game's demo/full playthrough experience. I think I've narrowed it down to the speed at which I drop rewards, and the aggressiveness of how fast the game's difficulty ramps up. As a result, I'm making a huge balancing patch to fix up the game's difficulty, and reducing the total number of difficulty settings per level down to 5. Also, I'm adding new Quest rewards and objectives to each increasing level of difficulty to further entice people to try it on harder settings. As I said, I'll be hosting play tests on my discord if anyone is feeling up to a little trial by combat for my experimental builds!
Next Week
Next week I'm hoping to be wrapping a bunch of things up. Difficulty modifiers should be ready for a full playtest. Artwork for level 3 should be fully locked down and ready. Music for the ENTIRE GAME should be done. It's going to be a very fun weak on accomplishing stuff, and I can't wait to get it rolling. Till next time!
Get Bloodmoon Survivors
Bloodmoon Survivors
Survive the night by fighting your way through hordes of enemies
Status | Prototype |
Author | TheNevel |
Genre | Action |
Tags | 2D, bullet-heaven, Bullet Hell, Loot, Pixel Art, Roguelike, Roguelite, Singleplayer, Survivor-like, vampire-survivors |
Languages | English |
Accessibility | Configurable controls |
More posts
- First Streamer Coverage And Tuning My Promotional Material10 days ago
- Preparing For The Next Demo Patch17 days ago
- Short Update22 days ago
- Art, Trailers, And First Official Patch30 days ago
- Game Release And First Impressions37 days ago
- Demo Released to Steam46 days ago
- Steam Verification And Major Content Progression52 days ago
- New Gameplay59 days ago
- Cleaning The Nuclear Waste From My Design Doc64 days ago
Leave a comment
Log in with itch.io to leave a comment.