Clarice Clairvoyage Devlog #12

Releasing the PICO8 version & proceeding with Godot

It’s been a while since I posted about the project in general. I find it increasingly hard to post while juggling all of the other stuff that I’m supposed to do as an indie :/ Anyway, in this post I’ll share some of the stuff that happened since my last post and some stuff to look forward to in the near future. I’m talking with an artist to make the game more visually appealing on Steam & other platforms...

November 1, 2021 · 4 min

Moving to zero- dollar and upkeep setup

Or how I'm too cheap and too lazy to support anything anymore

I’m back from a quite long hiatus of my weekly blog posts. For now, I’ll try to do them semi-regular again, maybe even on a monthly, bi-weekly or whenever-I-feel-like-it basis. Thank you if you’ve been waiting to read my new post (although I doubt it). Also, this article has a lot of personal backstory in the beginning, if you just want to know the “free” and useful part of this article, feel free to skip that part....

September 21, 2021 · 8 min

Clarice Clairvoyage Devlog #9

Working on the last bits before the demo!

TL;DR Reworked spells to be more unique and bind more to gameplay ideas Redid a bunch of world/map rendering and enemy code to conserve precious code tokens Added an anchor to stop the ship at any moment and an animated sail! Some of the feedback I got from early playtesters is that the spells didn’t feel or act unique in the game. So rather than relying on very similar spells to do similar things, I decided to divide the spells with different kind of functions and make sure that every element has a particular kind of gameplay flavour....

April 20, 2021 · 5 min