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A turn-based dungeon crawling RPG where taking greater risks leads to greater rewards! Guide a party of up to four GuildKnights on adventures through dangerous, randomly generated locales in search of treasure. Customize each GuildKnight's appearance, fighting techniques, and personality to create a unique team that fits your play style.

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Work has continued on the core components of dungeon gameplay and we’ve made a lot of progress. Our basic Gel enemy behavior is now complete. Gels will lock on to the first enemy that they encounter. They’ll then pursue and attack.

Gel Attack

When their health gets low, they retreat… and multiply!

Gel Split

It’ll take a high-damage player unit to deal with Gels quickly before the party is overrun by an army of little green blobs.

The foundations for vision management are now in place as well. Enemies and map tiles are now hidden until they’re discovered by player units.

Map Reveal

In addition to that, our base trap classes are now complete. Any object can be marked as “trappable” and have a trap applied to it. Right now we’re only applying them to floor tiles but eventually doors walls, and treasure chests will have them as well.

Gel Trap

Before we press ahead and build upon the systems we’ve created thus far, our next step is to try and determine whether these basic systems are fun to interact with. This means creating new test enemies along with our first proper set of GuildKnight weapon and class skills. The goal is to put together all the pieces of our gameplay so that we can see what does and doesn’t work at this point. Once we get that sorted out, we’ll be ready to move on to dungeon item and progression systems. We’ll be back with more updates once we get our first new enemy up and running!

Enemy AI:  Gel Behaviors

Enemy AI: Gel Behaviors


Initial work on pathfinding is all wrapped up and it’s finally time to move on to the good stuff: Full Enemy AI Behavior Trees.

Enemy AI: Phase I

Enemy AI: Phase I


A quick update on our plans for getting started on enemy AI.

Move Action Input Update

Move Action Input Update


Work has been completed on the basic input system and now we're making plans for a graphical update to the UI before moving on...

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Latest tweets from @neoblue

RT @SkittlegrlSound: Have you already downloaded the free royalty-free music track at our new shop? Visit Buff.ly #gamedev #gameaudio #indiedev

Mar 30 2017

#GuildKnights #GameDev Report: "Create Crystal Placeholder Sprite" is now COMPLETE~! Zpr.io

Aug 30 2016

#GuildKnights #GameDev Report: We've just started work on "Create Crystal Placeholder Sprite"! Zpr.io

Aug 30 2016

#GuildKnights #GameDev Report: "Create New Crystal Map Sprite Class" is now COMPLETE~! Zpr.io

Aug 25 2016

#GuildKnights #GameDev Report: We've just started work on "Create New Crystal Map Sprite Class"! Zpr.io

Aug 25 2016

We've posted a new #devlog entry about the recent updates to our combat system! Neo-blue.com #GameDev T.co

Aug 23 2016

It's amazing how a few extra particles here and there can make things more lively. #GameDev T.co

Aug 3 2016

#GuildKnights #GameDev Report: "Update Unit Death Rules" is now COMPLETE~! Zpr.io

May 4 2016

Our combat system updates are nearly done. Unit counterattacks are finally working! #GameDev #ScreenshotSaturday T.co

May 1 2016

#GuildKnights #GameDev Report: "Implement Attacks of Opportunity" is now COMPLETE~! Zpr.io

Apr 26 2016

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