Maytch - Memora Wanderer
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maytch.bsky.social
Maytch - Memora Wanderer
@maytch.bsky.social
IndieDev making Memora Wanderer - A cute nostalgic RPG
🩵 Discord! http://discord.gg/j7WPGZgjFY
💜 Steam! https://store.steampowered.com/app/2937690/Memora_Wanderer/
💚 Patreon! patreon.com/memorawanderer
Example cutscene, combining camera sequences, dialogues, and triggers with a new cutscene manager! #indiedev #indiegame
October 19, 2025 at 4:25 PM
A while ago I reformed the UI to have windows on the left for quests and NPC dialogue. Now I've brought back the character dialogue UI with portraits for story progression. Important characters and cutcenes will use these ones!
October 12, 2025 at 1:59 PM
48 hours are up and I managed to make something for the game jam! Basically a real-time monster collector.

I've not done a Jam in years and I usually 72 hour ones, so this was a stretch in how much I could make.

#indiedev #LDJam
October 5, 2025 at 10:32 PM
Decided to be spontanious and take part in the 48hr Ludum Dare game jam with the theme of 'Collector'. Here's the first day's progress where you can collect creatures and battle them. Using gdscript this time so it'll work in the browser!
October 5, 2025 at 2:03 AM
The wand sprites are now in! I feel that this weapon with a ranged autoattack is a better for a beginner wanting to be a magic user. #gamedev #indiegame #godot
September 15, 2025 at 11:13 PM
Track 57
September 12, 2025 at 6:49 PM
Put some new enemies in the game! You may have seen them in previous posts, but we've got the Big Floof and the Manamote. They'll be buffed up and put somewhere else eventually. #indiedev #pixelart
September 8, 2025 at 10:44 PM
I've fixed the arrows and got the bow animations in now!
September 6, 2025 at 10:58 PM
Been implementing weapon types for range and projectiles, so autoattacking wands with magic, and bows firing arrows will be possible! The arrows aren't quite working correctly though 😅

Also not sure what happened with the path texture...
#indiedev #gamedev #indiegame
September 3, 2025 at 9:57 PM
I've been experimenting with a click-to-move system. Needs a bit more polish.

Do you think you'd be a WASD player or a mouse click player?
#godot #pixelart #indiedev
August 31, 2025 at 10:01 PM
Big Floof
August 21, 2025 at 7:24 PM
It feels crazy that this is where the game progress was 2 years ago. The art style and basic movement and behaviors were set up early on, but the lines of code went from 6k then to 65k now. It switched engine from Unity to Godot, and a chunk has been done on assets and skills.
August 2, 2025 at 8:22 PM
On-hit and other triggers are now working for skills, enemies, equips, and even food buffs if we want them!

Perhaps a holy light on-hit book whacking build? Or a bubble casting headband?

(Excuse the UI, it's a little messed up right now.)
July 29, 2025 at 6:43 PM
Worked on processing hits today and then started implementing triggered effects. Things like spells that cast when taking/dealing damage. But I forgot about the triggered effects triggering more effects... It's even twisting the characters' body somehow.

#gamedev #indiegame #screenshotsaturday
July 27, 2025 at 1:10 AM
Adding the Statue of Judgement that binds and slows enemies down is in game now, which also meant finally introducing stats and debuff multipliers to enemies! #indiegames #IndieGameDev
July 23, 2025 at 10:00 PM
More statue skills for the Adept!

#gamedev #pixelart #indiedev #GodotEngine
July 18, 2025 at 10:06 PM