Some work for my next game that I wasn't looking forward to: upgrading the automap with a scrollable viewing area to support bigger levels. I actually didn't need to add a whole lot of code, though. It was mostly updating a bunch of finicky math to work for a more general case.

ML1 was locked to 16x16 maps, but I can make them much bigger now. 🤔

#IndieDev #GameDev #SoloDev #ScreenshotSaturday #MinervaLabyrinth #DungeonCrawler

I officially started coding work on my next dungeon crawler today. I'm starting out by refactoring some years-old pain points and implementing my tentative new design for how stats will work.

I'm moving up to #GodotEngine 4.6.1 this time. So far so good. It seems more streamlined and performant than 4.4.

#IndieDev #GameDev #SoloDev #MinervaLabyrinth #Godot #MadeWithGodot

I'm off this week, and I spent most of it putting this update together. I've been wanting to revisit and refine some skill mechanics for a while, but I needed a break and some distance from launch to get into the right head space for it.

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https://midnightspiregames.itch.io/minerva-labyrinth/devlog/1455972/v107-skill-balance-enhancements

v1.0.7 - Skill balance enhancements - Minerva Labyrinth by Midnight Spire Games

General Most low-level damaging magic (e.g. Detonate, Stone Spike) will now scale better with level. Most will deal similar damage at lower levels and a bit more damage at higher levels. Some skills w...

itch.io

Only one more review to reach Steam's visibility threshold. If you've played Minerva Labyrinth and have thoughts, would you consider leaving one?

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Steam:Minerva Labyrinth

A turn-based dark magical girl dungeon crawler. Create a squad of magical warriors, explore twisted labyrinths, and exterminate the demonic Hate that threaten the city.

My magical girl dungeon crawler, Minerva Labyrinth, will be released on November 5th, 2025, 0800 EST, on Steam and Itch! If it looks like your thing, please give it a wishlist and check out the updated demo!

https://store.steampowered.com/app/3520970/Minerva_Labyrinth/

https://midnightspiregames.itch.io/minerva-labyrinth

#CRPG #DRPG #IndieDev #GameDev #SoloDev #IndieGame #IndieGames #RPG #VideoGames #Gaming #SoloDev #MinervaLabyrinth #MagicalGirl #DungeonCrawler #Godot #GodotEngine #MadeWithGodot #GodotSteam

Steam:Minerva Labyrinth

A turn-based dark magical girl dungeon crawler. Create a squad of magical warriors, explore twisted labyrinths, and exterminate the demonic Hate that threaten the city.

A late #ScreenshotSaturday. Before and after shots of the subway (tutorial/prologue). This is a very grey area, so I wanted to add a little more color. While I was at it, I also noticed that the shading was pretty dated. I brightened up the wall and floor tiles a bit, gave them a bit more dimension, and changed the tiles for the west set of tracks from red to blue. I also replaced the grey gates with the gold ones that are used everywhere else in the game.

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This #ScreenshotSaturday, here's a small effect I'm trying out: a new portrait for your operational support when she contacts you remotely. Previously, these dialogues just used her regular in-person portrait (similar to the player portraits at the bottom). This is closer to how I imagine it.

It's a tiny detail that doesn't come up too often, but I think it's fun and communicates the event a bit better.

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I've been working on a few new character classes and passive skills. Admittedly it's pretty late in development to be doing this, but there are a few gaps that I've been wanting to fill for a while. Hopefully this adds a little more build variety.

In the end, the goal is to reduce the enemy's HP to zero and I can only provide so many ways to do that, but turn-by-turn decisions make a difference in play, I think.

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I'm doing a final writing pass to polish up the script. This is not a "story game" and was never meant to be, so a lot of it was written piecemeal on the fly over several years. Continuity is a little rough, and a few spots need a bit more fleshing out.

I ended up writing (and caring) more than I originally expected, so even though it's all ultimately context for the gameplay, I want to get it into the best shape that I can.

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