SlumberNapped Devlog #15 (Oct 2025) update.


I just wanted to share a few things with you all.

I'm mostly done with the story outline, quest design, and art asset creation for the Horror Nightmare.  About 1/3rd of the levels are built. I finished the intro to the horror level yesterday as well. 

Stuff I don't mind showing you. I had to redo the art for the two drive-in movie screens, given the time of the story, it didn't make sense for the movies to be in black and white.

Also, all the card mechanics are at the complexity level I've been looking for; the game was never meant to be something at the level of games like Slay the Spire. If that were the case, the focus of the game wouldn't be story but the battles, and it would play out more like a tactics game. So I've had to alter the card Info UI to account for this. 

This new version of the UI shows the full alpha > beta > omega combo instead of the last card played, giving a clearer idea of the combo's progress and the new synergy category shows the last card type. I'm not going to explain what synergy does here, as it's not in the demo and won't be relevant till the full game is released.

I have gifs of new player attacks that I'd like to share with you all, but ITCH-IO can't seem to keep gifs working, so I'm going to save those for a later update.

Also, the game has a fun Un-stuck feature that I finished a while back. Here's a preview of that.


That's all for today, have a great Halloween.

                                                                                        -The Kappawumpus.

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