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	<title>Developer&#039;s Update Archives &#8212; The Indie Accord</title>
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	<title>Developer&#039;s Update Archives &#8212; The Indie Accord</title>
	<link>https://theindieaccord.com/category/dev-blog/</link>
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	<item>
		<title>Monster Path 1.1.0: Radiance &#038; Shadows Update</title>
		<link>https://theindieaccord.com/monster-path-1-1-0-radiance-shadows-update/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Wed, 17 Jan 2024 18:43:12 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Monster Path]]></category>
		<category><![CDATA[Releases]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3357</guid>

					<description><![CDATA[<p>The release of patch 1.1.0 for Monster Path brings about some massive changes! New companions, monsters, move sets, and ailments just to start!  Version 1.1.0 Patch Notes Unlockable Companions Can now unlock companions and play with them from the start of the game Included two new companions: Chime and Mirage Chime gives you  [...]</p>
<p>The post <a href="https://theindieaccord.com/monster-path-1-1-0-radiance-shadows-update/">Monster Path 1.1.0: Radiance &#038; Shadows Update</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="fusion-fullwidth fullwidth-box fusion-builder-row-1 fusion-flex-container has-pattern-background has-mask-background nonhundred-percent-fullwidth non-hundred-percent-height-scrolling" style="--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-flex-wrap:wrap;" ><div class="fusion-builder-row fusion-row fusion-flex-align-items-flex-start fusion-flex-content-wrap" style="max-width:1144px;margin-left: calc(-4% / 2 );margin-right: calc(-4% / 2 );"><div class="fusion-layout-column fusion_builder_column fusion-builder-column-0 fusion_builder_column_1_1 1_1 fusion-flex-column" style="--awb-bg-size:cover;--awb-width-large:100%;--awb-margin-top-large:0px;--awb-spacing-right-large:1.92%;--awb-margin-bottom-large:20px;--awb-spacing-left-large:1.92%;--awb-width-medium:100%;--awb-order-medium:0;--awb-spacing-right-medium:1.92%;--awb-spacing-left-medium:1.92%;--awb-width-small:100%;--awb-order-small:0;--awb-spacing-right-small:1.92%;--awb-spacing-left-small:1.92%;"><div class="fusion-column-wrapper fusion-column-has-shadow fusion-flex-justify-content-flex-start fusion-content-layout-column"><div class="fusion-text fusion-text-1"><p>The release of patch 1.1.0 for Monster Path brings about some massive changes! New companions, monsters, move sets, and ailments just to start!</p>
</div><div class="fusion-text fusion-text-2"><p>Version 1.1.0 Patch Notes</p>
<ul>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Unlockable Companions</span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Can now unlock companions and play with them from the start of the game</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Included two new companions: Chime and Mirage</span>
<ul>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Chime gives you one spark every time you use a dark move</span></li>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Mirage makes all battlers immune to ALL status ailments</span></li>
</ul>
</li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Ailments </span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Added 3 new ailments, Fatigue, Weakness, and Protected</span>
<ul>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Fatigue. Fatigue does 1 damage for each turn since the monster was fatigued. Fatigue can be triggered by moves, but also happens naturally after 5 rounds of battle. </span></li>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Weakness. Lowers battler attack by 1 stage per turn</span></li>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Protect. Raises battler defense by 1 stage per turn</span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Burn and Poison are now temporary ailments </span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Types</span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Add two new types: Light and Dark types</span>
<ul>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Light type is super effective against: dark</span></li>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Light type is not very effective against: light</span></li>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Dark type is super effective against: fire, grass, water</span></li>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Dark type is not very effective against: dark, light</span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Rebalanced existing monsters and adjusted their typing</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Added new light type monster: Mirage</span>
<ul>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Mirage heals negative status ailments, replacing them with cure, and then is used up.</span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Added new dark type monster: Chime</span>
<ul>
<li style="font-weight: 400;" aria-level="3"><span style="font-weight: 400;">Chime gives 3 sparks when using a dark type move, and then is used up.</span></li>
</ul>
</li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Moves</span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Sparking a move now completely changes its behavior compared to the previous behavior of doubling power</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Introduced new moves that can generate sparks</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Added several new moves including moves taking advantage of new ailments (see ailment section)</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Did a comprehensive balance pass on all moves</span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Quality of Life</span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Added option to remove screenshake</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Removed the need to click two menu buttons to select an attack (saved clicks!)</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Added a note explaining how potions work in the shop</span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Improvements</span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Improved performance on lower end machines</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Incrementally improved art and sound, including many UI elements</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Redid main menu</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Improved voice acting quality</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Added new names to credits (Thank you to all contributors!)</span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Balance</span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Changed flying squirrel power to be: 10% increased healing per squirrel (Used to be heal status ailments and then fly away)</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Buffed Lenard the Lion to give 5 power per turn (up from 3)</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Lowered spawn rate of bluezaros</span></li>
</ul>
</li>
<li style="font-weight: 400;" aria-level="1"><span style="font-weight: 400;">Glitches</span>
<ul>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Fixed lighting in the last room</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Gargoyles now activate at the correct life threshold</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Fixed FMOD logo</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Removed feedback button in final rooms</span></li>
<li style="font-weight: 400;" aria-level="2"><span style="font-weight: 400;">Fixed a glitch where some power ups were not stacking correctly</span></li>
</ul>
</li>
</ul>
</div></div></div></div></div>
<p>The post <a href="https://theindieaccord.com/monster-path-1-1-0-radiance-shadows-update/">Monster Path 1.1.0: Radiance &#038; Shadows Update</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<item>
		<title>Monster Path: First Week&#8217;s Patch Notes</title>
		<link>https://theindieaccord.com/monster-path-first-weeks-patch-notes/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Mon, 11 Sep 2023 16:27:56 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3342</guid>

					<description><![CDATA[<p>It's been a crazy week since Monster Path released as Early Access on September 7th! We have been super busy fixing and adjusting things through a series of improvements and fixes. In this blog post, we'll explore the key changes for Monster Path within Patch Notes 1.0.1 to 1.0.4 that have enhanced the adventuring  [...]</p>
<p>The post <a href="https://theindieaccord.com/monster-path-first-weeks-patch-notes/">Monster Path: First Week&#8217;s Patch Notes</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="fusion-fullwidth fullwidth-box fusion-builder-row-2 fusion-flex-container has-pattern-background has-mask-background nonhundred-percent-fullwidth non-hundred-percent-height-scrolling" style="--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-flex-wrap:wrap;" ><div class="fusion-builder-row fusion-row fusion-flex-align-items-flex-start fusion-flex-content-wrap" style="max-width:1144px;margin-left: calc(-4% / 2 );margin-right: calc(-4% / 2 );"><div class="fusion-layout-column fusion_builder_column fusion-builder-column-1 fusion_builder_column_1_1 1_1 fusion-flex-column" style="--awb-bg-size:cover;--awb-width-large:100%;--awb-margin-top-large:0px;--awb-spacing-right-large:1.92%;--awb-margin-bottom-large:20px;--awb-spacing-left-large:1.92%;--awb-width-medium:100%;--awb-order-medium:0;--awb-spacing-right-medium:1.92%;--awb-spacing-left-medium:1.92%;--awb-width-small:100%;--awb-order-small:0;--awb-spacing-right-small:1.92%;--awb-spacing-left-small:1.92%;"><div class="fusion-column-wrapper fusion-column-has-shadow fusion-flex-justify-content-flex-start fusion-content-layout-column"><div class="fusion-text fusion-text-3"><p>It&#8217;s been a crazy week since Monster Path released as Early Access on September 7th! We have been super busy fixing and adjusting things through a series of improvements and fixes. In this blog post, we&#8217;ll explore the key changes for Monster Path within Patch Notes 1.0.1 to 1.0.4 that have enhanced the adventuring experience.</p>
<p>Patch Notes 1.0.1:</p>
<ul>
<li>Fixed resolution bugs.</li>
<li>Improved performance (Mac &amp; Windows) by optimizing rendering.</li>
</ul>
<p><strong>Patch Notes 1.0.2:</strong></p>
<ul>
<li>Fixed a bug where sand attacks would use a water sound.</li>
<li>Fixed a bug where the fairy would use chicken sounds.</li>
<li>Added a victory sound for defeating Aioli.</li>
</ul>
<p><strong>Patch Notes 1.0.3:</strong></p>
<ul>
<li>Gameplay Balance: Reduced the health points of all turrets.</li>
<li>Visual Updates: Updated the main menu logo to match the latest branding.</li>
<li>Bug Fixes: Fixed a softlock when your companion dies while you have a hydra.</li>
<li>Gameplay Enhancement: Increased experience yield for higher-level monsters.</li>
</ul>
<p><strong>Patch Notes 1.0.4:</strong></p>
<ul>
<li>Performance: Optimized the shadow and particle systems, providing enhanced performance.</li>
<li>Visual Updates: Updated the logo on the main menu.</li>
<li>Improved the credits scene.</li>
<li>Gameplay Adjustments: Increased the maximum boost stage from 20 to 45.</li>
<li>Increased the speed at which skeletons become stronger.</li>
<li>Bug Fixes: Fixed a softlock that occurred when having too many flaming skeletons.</li>
<li>Fixed a bug where sound would not go all the way down to zero.</li>
</ul>
</div></div></div></div></div>
<p>The post <a href="https://theindieaccord.com/monster-path-first-weeks-patch-notes/">Monster Path: First Week&#8217;s Patch Notes</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<item>
		<title>ABCDEF vs. QWERTY: The Battle of Control Schemes &#8211; A Tale of a Unique Game Development Journey</title>
		<link>https://theindieaccord.com/devs-decide-the-fate-of-their-game-over-a-speedrun/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Wed, 16 Aug 2023 15:54:19 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[BlackThorn Productions]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[indie game]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3326</guid>

					<description><![CDATA[<p>Hey there, fellow gamers and enthusiasts of the quirky and offbeat! Today, we're diving into the fascinating world of game development and exploring a journey that left our Dev team in splits – all thanks to a little something we like to call "ABCDEF." If you're ready for a tale that's as out-of-the-box as  [...]</p>
<p>The post <a href="https://theindieaccord.com/devs-decide-the-fate-of-their-game-over-a-speedrun/">ABCDEF vs. QWERTY: The Battle of Control Schemes &#8211; A Tale of a Unique Game Development Journey</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="fusion-fullwidth fullwidth-box fusion-builder-row-3 fusion-flex-container has-pattern-background has-mask-background nonhundred-percent-fullwidth non-hundred-percent-height-scrolling" style="--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-flex-wrap:wrap;" ><div class="fusion-builder-row fusion-row fusion-flex-align-items-flex-start fusion-flex-content-wrap" style="max-width:1144px;margin-left: calc(-4% / 2 );margin-right: calc(-4% / 2 );"><div class="fusion-layout-column fusion_builder_column fusion-builder-column-2 fusion_builder_column_1_1 1_1 fusion-flex-column" style="--awb-bg-size:cover;--awb-width-large:100%;--awb-margin-top-large:0px;--awb-spacing-right-large:1.92%;--awb-margin-bottom-large:20px;--awb-spacing-left-large:1.92%;--awb-width-medium:100%;--awb-order-medium:0;--awb-spacing-right-medium:1.92%;--awb-spacing-left-medium:1.92%;--awb-width-small:100%;--awb-order-small:0;--awb-spacing-right-small:1.92%;--awb-spacing-left-small:1.92%;"><div class="fusion-column-wrapper fusion-column-has-shadow fusion-flex-justify-content-flex-start fusion-content-layout-column"><div class="fusion-text fusion-text-4"><p>Hey there, fellow gamers and enthusiasts of the quirky and offbeat! Today, we&#8217;re diving into the fascinating world of game development and exploring a journey that left our Dev team in splits – all thanks to a little something we like to call &#8220;ABCDEF.&#8221; If you&#8217;re ready for a tale that&#8217;s as out-of-the-box as our game concepts, buckle up, because this is a rollercoaster of creative chaos and playful banter!</p>
<p>Picture this: a few years ago, in the vibrant realm of our Discord server, an epic competition was born. Members of our community battled it out to reach the apex of a game level, all for the glory of claiming a custom role and name color. This was the dawn of ABCDEF – a game that was as glitchy as it was strange.</p>
<p><strong>A Twist in the Tale: The Pass the Game Jam</strong></p>
<p>Fast forward to recent times and enter the &#8220;Pass the Game Jam&#8221; by the ingenious minds at Blackthorn Prod where our game, ABCDEF, was revived. With determination in our hearts and a sprinkle of mayhem in our minds, we set out to revamp ABCDEF!</p>
<p>We revamped the design, easing gravity&#8217;s grip and tossing in some new levels. Of course, we couldn&#8217;t resist sprucing up the visuals too – flying cubes and all. But in the midst of this whirlwind, a showdown brewed over something that seems trivial but isn&#8217;t – the control scheme.</p>
<p><strong>The Control Scheme Dilemma</strong></p>
<p>ABCDEF or QWERTY – it&#8217;s a question that split our team. Our resident programmer championed the challenge, while our artist fought for accessibility. The programmer argued for the tough love, while the artist pressed for an easier path. And so, the lines were drawn in the digital sand.</p>
<p>But behold, from this conflict emerged a truce, sealed with a challenge. The ABCDEF loyalists and QWERTY enthusiasts would settle the score in the most epic fashion – a race to conquer the game. Who could beat the game first using their chosen control scheme? The stakes were set, and the race was on.</p>
<p><strong>The Intense Showdown</strong></p>
<p>Cue the suspenseful music as the showdown unfolded. On one side, the ABCDEF aficionado, a master of Cube leg-extensions. On the other, the QWERTY virtuoso, fingers dancing over keys like a maestro. We watched with bated breath, cheering and laughing as our quirky creation was put to the test.</p>
<p>When the dust settled and the digital confetti cleared, ABCDEF stood tall as the victor. Cheers erupted, and memes flowed freely as our quirky creation triumphed over the QWERTY alternative. But let&#8217;s be real, it wasn&#8217;t just about the victory – it was the shared experience, the camaraderie, and the sheer joy of creating something uniquely ours.</p>
<p><strong>Reflection and Lessons Learned</strong></p>
<p>As the victory cries subsided, we couldn&#8217;t ignore the reality. ABCDEF may have conquered hearts, but it fell short in the grand scheme of the game jam. The concept, though delightful, lacked the expansiveness to match its peers. Yet, it remained a testament to our creativity and tenacity.</p>
<p><strong>Moving Forward</strong></p>
<p>So, here&#8217;s the deal, fellow adventurers – we invite you to dive into ABCDEF. Experience the exhilaration, the exasperation, and everything in between. Feel free to give it a shot, and if it tickles your fancy, explore the source code – the links await your curiosity.</p>
<p>But hold tight, because this isn&#8217;t the end. We&#8217;re a small team with a big vision. If you rally behind us, if you show your support with a thumbs-up, we promise to elevate ABCDEF even further. Imagine online multiplayer, high-score leaderboards, and a dash more levels to conquer.</p>
<p><strong>Conclusion</strong></p>
<p>And there you have it, fellow gamers, the saga of ABCDEF – a tale of challenges, camaraderie, and the power of a unique perspective. Thanks for joining us on this ride. We&#8217;ll keep it short and sweet, just like our approach to game development.</p>
<p>Until next time, keep those creative fires burning, embrace the quirks, and remember – every journey is an adventure waiting to unfold.</p>
<p>Catch you on the flip side!</p>
</div></div></div></div></div>
<p>The post <a href="https://theindieaccord.com/devs-decide-the-fate-of-their-game-over-a-speedrun/">ABCDEF vs. QWERTY: The Battle of Control Schemes &#8211; A Tale of a Unique Game Development Journey</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<title>Unveiling the Evolution of Monster Path: From Humble Origins to Strategic Mastery</title>
		<link>https://theindieaccord.com/this-feedback-saved-my-game/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Tue, 01 Aug 2023 15:54:53 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<category><![CDATA[dev]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[MonsterPath]]></category>
		<category><![CDATA[Steam]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3328</guid>

					<description><![CDATA[<p>Greetings, fellow gamers and enthusiasts of strategic challenges! Today, we're peeling back the layers of "Monster Path," an endeavor that started as a humble game jam project but has grown into a captivating experience. Join us as we embark on a journey through the roots and growth of this unique game! Allow us to  [...]</p>
<p>The post <a href="https://theindieaccord.com/this-feedback-saved-my-game/">Unveiling the Evolution of Monster Path: From Humble Origins to Strategic Mastery</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div class="fusion-fullwidth fullwidth-box fusion-builder-row-4 fusion-flex-container has-pattern-background has-mask-background nonhundred-percent-fullwidth non-hundred-percent-height-scrolling" style="--awb-border-radius-top-left:0px;--awb-border-radius-top-right:0px;--awb-border-radius-bottom-right:0px;--awb-border-radius-bottom-left:0px;--awb-flex-wrap:wrap;" ><div class="fusion-builder-row fusion-row fusion-flex-align-items-flex-start fusion-flex-content-wrap" style="max-width:1144px;margin-left: calc(-4% / 2 );margin-right: calc(-4% / 2 );"><div class="fusion-layout-column fusion_builder_column fusion-builder-column-3 fusion_builder_column_1_1 1_1 fusion-flex-column" style="--awb-bg-size:cover;--awb-width-large:100%;--awb-margin-top-large:0px;--awb-spacing-right-large:1.92%;--awb-margin-bottom-large:20px;--awb-spacing-left-large:1.92%;--awb-width-medium:100%;--awb-order-medium:0;--awb-spacing-right-medium:1.92%;--awb-spacing-left-medium:1.92%;--awb-width-small:100%;--awb-order-small:0;--awb-spacing-right-small:1.92%;--awb-spacing-left-small:1.92%;"><div class="fusion-column-wrapper fusion-column-has-shadow fusion-flex-justify-content-flex-start fusion-content-layout-column"><div class="fusion-text fusion-text-5"><p>Greetings, fellow gamers and enthusiasts of strategic challenges! Today, we&#8217;re peeling back the layers of &#8220;Monster Path,&#8221; an endeavor that started as a humble game jam project but has grown into a captivating experience. Join us as we embark on a journey through the roots and growth of this unique game!</p>
<p>Allow us to take you back to a game jam, where the clock was set to just seven days. It was here that the initial spark of &#8220;Monster Path&#8221; ignited. Created for the 7DRL Challenge 2023, this competition challenged us to craft a roguelike game in a week. It&#8217;s a straightforward premise – seven days, a dash of creativity, and the ambition to stand out.</p>
<p>As the 7DRL competition progressed, feedback flowed in, and among the reviews, one piece stood out. A judge&#8217;s insight struck a chord – they recognized something intriguing in &#8220;Monster Path.&#8221; Beneath the surface of traditional JRPG combat and seemingly uniform abilities lay a strategic gem. The evolution of skills, the choices on the map, and the intricate dance of decision-making had been spotlighted.</p>
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<p>Since the original jam, &#8220;Monster Path&#8221; has grown, much like the creatures within. A diverse cast of five companions now enriches the gameplay. Meet Aioli, a goddess wielding buffs and AoE attacks. Each character contributes their flavor to the mix, creating layers of strategy to explore.</p>
<p>Yet, what sets &#8220;Monster Path&#8221; apart is its healing mechanics. A departure from the norm, it transforms healing into a strategic puzzle. Every choice carries weight, every encounter has consequences. Strategy becomes the heartbeat of your journey, weaving a unique narrative with each decision.</p>
<p>Reflecting on our journey, we&#8217;ve honed the healing system, embracing player interactions. Status effects, ailments, and their intricate interactions have been refined. Our aim is clear – to challenge, intrigue, and inspire players to embrace their path, warts and all.</p>
<p>In the realm of roguelikes, failure is a guide, not an end. &#8220;Monster Path&#8221; embraces this concept, inviting players to learn, adapt, and overcome. Missteps can transform into lessons, turning potential challenge into triumph. Every setback is a step toward mastery, a hallmark of the roguelike genre.</p>
<p>As we conclude this chapter of &#8220;Monster Path,&#8221; gratitude fills our hearts. Thanks to the anonymous judge whose feedback resonated. Thanks to every player who ventured into our realm, crafting their tales, and most of all thanks to the community that fuels our journey.</p>
<p>Join us on the evolving &#8220;Monster Path,&#8221; where strategies flourish, choices echo, and monsters await. Until next time, fellow adventurers, may your paths be strategic, your decisions profound, and your monsters forever captivating.</p>
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<p>The post <a href="https://theindieaccord.com/this-feedback-saved-my-game/">Unveiling the Evolution of Monster Path: From Humble Origins to Strategic Mastery</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<title>Completely Changing the Art Style When the Game is Almost Finished</title>
		<link>https://theindieaccord.com/completely-changing-the-art-style-when-the-game-is-almost-finished/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Fri, 08 Jul 2022 13:05:00 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3278</guid>

					<description><![CDATA[<p>The post <a href="https://theindieaccord.com/completely-changing-the-art-style-when-the-game-is-almost-finished/">Completely Changing the Art Style When the Game is Almost Finished</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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										<content:encoded><![CDATA[<p>The post <a href="https://theindieaccord.com/completely-changing-the-art-style-when-the-game-is-almost-finished/">Completely Changing the Art Style When the Game is Almost Finished</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<title>This Is What Three Months of Game Development Looks Like</title>
		<link>https://theindieaccord.com/this-is-what-three-months-of-game-development-looks-like/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Tue, 21 Sep 2021 16:00:56 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3259</guid>

					<description><![CDATA[<p>The post <a href="https://theindieaccord.com/this-is-what-three-months-of-game-development-looks-like/">This Is What Three Months of Game Development Looks Like</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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										<content:encoded><![CDATA[<p>The post <a href="https://theindieaccord.com/this-is-what-three-months-of-game-development-looks-like/">This Is What Three Months of Game Development Looks Like</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<title>How I Used Unity Scriptable Objects to Create New Biomes</title>
		<link>https://theindieaccord.com/how-i-used-unity-scriptable-objects-to-create-new-biomes/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Tue, 17 Aug 2021 16:00:29 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3243</guid>

					<description><![CDATA[<p>The post <a href="https://theindieaccord.com/how-i-used-unity-scriptable-objects-to-create-new-biomes/">How I Used Unity Scriptable Objects to Create New Biomes</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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										<content:encoded><![CDATA[<p>The post <a href="https://theindieaccord.com/how-i-used-unity-scriptable-objects-to-create-new-biomes/">How I Used Unity Scriptable Objects to Create New Biomes</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<title>What Kind of Battle System is Best? Indie Roguelike Devlog</title>
		<link>https://theindieaccord.com/what-kind-of-battle-system-is-best-indie-roguelike-devlog/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Wed, 19 May 2021 16:00:30 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3245</guid>

					<description><![CDATA[<p>In this episode we work on the level art and animation, add a custom camera controller, and talk about the future of the battle system.</p>
<p>The post <a href="https://theindieaccord.com/what-kind-of-battle-system-is-best-indie-roguelike-devlog/">What Kind of Battle System is Best? Indie Roguelike Devlog</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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										<content:encoded><![CDATA[<p>In this episode we work on the level art and animation, add a custom camera controller, and talk about the future of the battle system.</p>
<p>The post <a href="https://theindieaccord.com/what-kind-of-battle-system-is-best-indie-roguelike-devlog/">What Kind of Battle System is Best? Indie Roguelike Devlog</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<title>Using Procedural Generation to Create Interesting Gameplay</title>
		<link>https://theindieaccord.com/using-procedural-generation-to-create-interesting-gameplay/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Wed, 14 Apr 2021 16:00:14 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3249</guid>

					<description><![CDATA[<p>The post <a href="https://theindieaccord.com/using-procedural-generation-to-create-interesting-gameplay/">Using Procedural Generation to Create Interesting Gameplay</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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										<content:encoded><![CDATA[<p>The post <a href="https://theindieaccord.com/using-procedural-generation-to-create-interesting-gameplay/">Using Procedural Generation to Create Interesting Gameplay</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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		<title>Building Procedurally Generated Paths through the Forest for the 7DRL Jam</title>
		<link>https://theindieaccord.com/monster-path-dev-log-0/</link>
		
		<dc:creator><![CDATA[The Indie Accord]]></dc:creator>
		<pubDate>Sun, 11 Apr 2021 16:00:10 +0000</pubDate>
				<category><![CDATA[Developer's Update]]></category>
		<category><![CDATA[Monster Path]]></category>
		<guid isPermaLink="false">https://theindieaccord.com/?p=3237</guid>

					<description><![CDATA[<p>The post <a href="https://theindieaccord.com/monster-path-dev-log-0/">Building Procedurally Generated Paths through the Forest for the 7DRL Jam</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The post <a href="https://theindieaccord.com/monster-path-dev-log-0/">Building Procedurally Generated Paths through the Forest for the 7DRL Jam</a> appeared first on <a href="https://theindieaccord.com">The Indie Accord</a>.</p>
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