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Siggy_x_Syokoi.gif
June 1, 2026

New enemy scene WIP and dev news

Hello everyone!

New enemy coming soon! But you already have an idea what kind because the sketch is quite visible. Anyway, it is a water-dwelling enemy and will be our first projectile type. It's not going to break armor, but it will definitely be a threat for Siggy when grouped with the other enemies. (i just now realized i forgot to unhide the earwings in this wip animation)

Anyway, I'll finish this loop soon. For now, as life eases back to normal, I have been prioritizing development. There were a ton of things to catch up on and Divine Arms is undergoing some major changes. Godot 4.7 is just around the corner and DA is already 4.7 ready. I've been busy doing the model and animation for this new enemy as well as the major changes I mentioned.

You will be surprised by the change once it arrives for sure, but for now here's the things I can am working at and their completion:

-Two new enemies will be added aside from the Syokoi, (the water enemy above) The two new enemies, one is a returning enemy that resembles a grape that is not the ganker. The other is a new enemy. (Since I do the spicy animations for all of them, their scenes will be animated at a later date) So, yeah 2 new enemies, 1 returning! 50% done with Syokoi, 0% with the other two. I'll do them one by one

-Water overhaul since we have this new enemy and future enemies, dealing with water, it needed some major tweaks. 75% Done!

-Siggy can swim now. (No sprite animation yet though, will be added later) %100 functioning with placeholder visuals

-Lightning no longer duds. It hits water now as well. Something this new enemy won't like. 100% done

-Lightning spells are now hybrid with Time and RNG based.
How it works: The cone will get more accurate the longer you hold attack. Keep holding and it hits the cursor target 100% - release the mouse prematurely and it randomly strikes within the current premature cone area. 80% done (still some bug to fix)

-Iced water will eventually melt. (only the off camera and unloaded ones) 100% done

-Ice normals changed. It's Melee range now. (at full heart throws ice slash projectile) melee part is 100% done, the projectile part, not started yet.

-Flame thrower will be repurposed. Something more impactful will replace Fire normals.
0% done (there is no fire normal atm)

-Card buffs will be reworked. Card system and UI, currently removed 0% done

-Coins can fall into pits again, but will float on water. (They are less jumpy now so you don't lose them easily) 80% done

-A returning turret assistant is in the testing phase. 10% done

-GUI updates. The game will be center based, so any resolution (in theory) will work with it with a minimum resolution of 1280x720 80% done (not fully tested)

-Controller support? (Not promising this feature 100% as it's still roughly working at the moment) 5% done (not fully tested)

-Map areas are 3D. Have depths, Siggy can go under archways and the map itself have different levels now. Siggy can also jump down cliffs and platforms for quicker shortcuts. (Falling too high will break her armor, though) 60% done

-Dashing no longer use orbs. Siggy now has charge usages for dash that is cooldown based. Upgradable with a max cd of 5 seconds per charge. Max 3 reserves. 100% done

-Controversial Minigame will be reworked. Aside from the complaints, the spicy scenes itself is problematic as the game switches resolutions when spicy scenes and loading screens are displayed. This has been problematic and has been band-aided and i reckon will cause more problems with the GUI improvements I mentioned above, so it will need to be reworked. 0% done (complex connections. will fix last.)

Anyway, aside from these, there are tons more to fix and refactor. I apologize if I am in the need to do these now, but I don't want to recreate the problem I had back in flash where the bigger the project becomes, it also becomes harder to manage and handle. Experience gets me to foresee these things now. lol.

This will take some time to be done, but it's getting there and I'm just glad things have settled normally now with life. I want to finish tons of things before new lemons get lobbed at me again.

Once again, thanks for the support! And I'll bring more dev news as soon as I get them up and running!

-kReig out!

PS: Coomissions will be up soon! I do hear some batshitry happening in paypal of late, so I may add the slots here as a patron tier!

$50 for a simple static cell shaded commission
$300 minimum for an animation loop! (around 75% quality of what i usually do)

I'll wait for some feedback before I open these up, but 2nd week of June, I'll open the slots!

Comments (8)

U
Ulamog Crusher · July 29, 2026

How can I join discord?

M
Ms. Kwan · June 30, 2026

plz add gallery :)

J
Jakub · June 16, 2026

How i can join to discord i have some questions

Z
Zany Hitakus · June 4, 2026

Excellent, glad to hear things are somewhat returning to normal! Can't wait to see the full animation as well as your future progress!

M
MBee · June 2, 2026

Damn😋

M
MableInHell · June 1, 2026

Ayoo is it finally the comeback of rapevine?? :0 Been waiting for her return ngl

M
Malkraft · June 1, 2026

Nice bit of update incoming! All these new ennemies will make the world even more alive. Loving the anim so far! I think most of the salt for the mini-game comes to how long it is and how much that breaks the flow. It will be fine if only 5-10s

S
SCP632 · June 1, 2026

Siggy is now a normal girl without her wings lol