Play as Seika, a mermaid that awakens in an underwater cave unable to remember what has happened before. The one thing she does remember is that the evil sirens have created dissonance in the underwater world. Help her defeat the sirens and restore peace to the once harmonious underwater world.
Key Features
- Rogue-lite gameplay - Challenging difficulty, multiple ways to power-up Seika, featuring procedurally generated underwater caves.
- 15+ items
- 15+ enemies/bosses
- 4 unique levels
- 3 abilities
- 4 permanent powerup paths
0.11.x Devlog #4 - End of Year Update
Hey everyone, as promised here is a quick end of year update on the progress of Serenade of the Sirens (SOTS). I'm continuing to work on the new version of SOTS (will call it SOTS 2.0) and I'm still aiming to have an alpha build by 'the end of Q1/early Q2'. It's been over a year since my last game update, so my number 1 priority as of now is getting the alpha build out for feedback.
One of the biggest changes to come to SOTS 2.0 is switching from full procedurally generated rooms to hand crafted ones. This simple change has caused sort of a break through for the game as it makes designing elements of the game a lot more accessible and under my control. With the way the rooms are generated changing, it has updated the way I have designed the enemies and stages. The enemy encounters I feel can be planned out a lot better.
I won't get too far into the weeds of SOTS 2.0 until things are further along next year. The next news update will most likely come out in February and I should have a lot more to show and to talk about by then.
Thanks for tuning in and I want to wish YOU a happy new year!
End of Year Update
Hey everyone, as promised here is a quick end of year update on the progress of Serenade of the Sirens (SOTS). I'm continuing to work on the new version of SOTS (will call it SOTS 2.0) and I'm still aiming to have an alpha build by 'the end of Q1/early Q2'. It's been over a year since my last game update, so my number 1 priority as of now is getting the alpha build out for feedback.
One of the biggest changes to come to SOTS 2.0 is switching from full procedurally generated rooms to hand crafted ones. This simple change has caused sort of a break through for the game as it makes designing elements of the game a lot more accessible and under my control. With the way the rooms are generated changing, it has updated the way I have designed the enemies and stages. The enemy encounters I feel can be planned out a lot better.
I won't get too far into the weeds of SOTS 2.0 until things are further along next year. The next news update will most likely come out in February and I should have a lot more to show and to talk about by then.
Thanks for tuning in and I want to wish YOU a happy new year!
[ 2020-12-30 21:29:30 CET ] [Original Post]
Minimum Setup
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Single CoreMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: OpenGL 3.0
- Storage: 512 MB available space
Recommended Setup
- OS: Linux Kernel 4.0. Mesa 12. X11 7 (or above)
- Processor: Dual CoreMemory: 512 MB RAM
- Graphics: OpenGL 3.0
- Storage: 512 MB available space
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