Post-jam development


I’ve already started the next round of development on Soul Breakfast. This version will be kept in place until the game jam is judged, but the dev version has a cleaned-up codebase, a lot of UI improvements/clarifications, and the first round of some balance changes to prepare for the addition of new content. The power curve has been flattened, both for the player and enemies. I’ve also added preliminary monster descriptions (in character) and level descriptions based on danger.

There’s obviously a lot of work to do before this is a roguelike worth sinking any amount of time into as a player, but I think the raw material is here for something really fun. I do foresee this being more on the “casual” end of difficulty/playtime, though.

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