Several months ago, I wanted the demo to be available at this time of the year, but it didn't go as I planned. It seems that doubts are common when games are getting closer to a release, and life happens too. But be reassured, It's not that far (for the demo at least), no more date prediction though.
My main objective as a starting independant game dev is to make something fun and pleasant to play, a gaming experience I'd like to have myself, and this roguelite gamebook has this kind of potential I believe.
Lately, well weeks ago, I was wondering if combats were fun enough, and because I made them close to what you can find in lots of gamebooks, the player didn't have enough impact and luck had too much weight. I improved it to add a more strategic aspect but it needs lots of testing to get the right feeling.
Another significant reflection was about the code itself. Scripting the different rooms was getting on my nerves for the more complex ones because of the way my code was working. It was too much static, so I'm making it more dynamic. I just finished the inventory part and it works fine so far.
Here are some screenshots, but remember that I still need to do some adjustments.
And to finish this post, just to show you my moderately amazing drawing skills, here is an adventuress you may meet in the upcoming demo.