Devlog4


Welcome back to the fourth devlog for Legend of the Hero Slime! This time, I’ll be diving into the latest progress, some unexpected challenges (looking at you, PC problems), and the exciting new content coming your way. Despite the delay, things are moving forward, and I’m hoping to have a playable build ready by February. Let’s get into it!

The Beast Village – A Land of Stories and Secrets

One of the biggest updates since the last devlog is the Beast Village, a mysterious yet welcoming place where players will meet an old friend—the Princess—as well as the Queen of the Forest. Unlike other areas, this village is home to friendly enemies, creatures who won’t attack on sight but instead share bits of lore, history, and even hints about the upcoming boss battle.

Each interaction will help paint a clearer picture of the conflict between humans and beasts, an ongoing feud that has shaped the world. Some villagers will be more talkative than others, offering cryptic clues about the challenges ahead, while others will provide context to the war-torn land. This means exploration is key—not just to progress but to truly understand the world around you.






Level 1 is Fully Complete!

I’m excited to announce that Level 1 is now 100% done! This marks a major milestone in development, as it establishes the core mechanics, worldbuilding, and pacing of the game. While Level 1 is ready, the upcoming areas are already planned and designed, each introducing new mechanics and exploration elements.

Here’s what to expect next:

Level 1-2 – Pushing Blocks to Progress

This level is all about solving environmental puzzles. Players will need to push blocks in the correct order to create bridges and open up new paths. It’s a test of logic and positioning, requiring careful planning to advance.

Level 1-3 – Lost in the Fog

Inspired by the Lost Forest trope, this area is covered in thick fog, making navigation trickier. Players will have to rely on landmarks, NPC hints, and environmental clues to avoid getting lost. The deeper you go, the more eerie and unsettling the atmosphere becomes.

Level 1-4 – The Final Trial Before the Boss

This level combines elements from both previous areas—you’ll need to solve puzzles while navigating through the foggy terrain. It all leads up to the boss fight, where your skills will be put to the test.


Improving Enemy AI – Smarter Foes Await

Alongside finishing Level 1, I’ve been working on improving enemy AI to make encounters feel more dynamic and engaging. Here’s what’s changing:

Better Pathfinding: Enemies will now navigate obstacles more effectively instead of getting stuck.

Adaptive Behavior: Certain enemies will change attack patterns based on your actions, keeping fights from feeling repetitive.

Improved Group Coordination: Some enemies will now work together, reacting when an ally is attacked or signaling for backup.

These improvements will make combat feel more strategic and immersive, encouraging players to think on their feet rather than just mashing attacks.


Pushing Forward Despite the Delay

While PC issues caused some setbacks, development is still moving steadily, and I’m aiming to have a playable build ready by February. This will give players a chance to experience the game’s mechanics, world, and storytelling firsthand.

In the meantime, I’ll continue refining the gameplay, tweaking enemy behaviors, and adding more polish to the world. There’s still plenty of work ahead, but I’m excited to see everything coming together.

Files

VerticalSlice.zip 49 MB
68 days ago

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