Trapped in the underworld and your guide is a talking can of oysters. What could possibly go wrong?
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Some potion thoughts.
As Witchmarsh is set in an alternative-1920s, we’ve had to rethink our approach to potions. At the start of the game, magic hasn’t yet permeated its way into wider society, therefore it doesn’t make sense for there to be potion sellers set up in town.
At the start of the campaign, the only people selling potions will be shady, robed merchants who peddle their arcane wares in back-alleys.
We’re also planning a series of side-quests exploring the impact drinkable medicine which can bind together gunshot wounds would have on the medical professions of 1920s New England.
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Some of the firearms we’ve animated.
Witchmarsh has twelve playable characters (8 are in so far) and each char that can use firearms needs a huge array of animations in order to wield them. That adds up to a lot of pixels, and a lot of hours animating…
Out of stamina!
We feel that combat will be more nuanced with the addition of stamina use, stamina drains and exhaustion!
(Note that we’ve massively reduced the Bard’s stamina for the purposes of this GIF.)