This is what SnekromancY looked like in its first public build, for Godot Wild Jam #87, after a week of development:
Now, 8 months later, we have this:
It's actually surprising how much is still the same, although the gameplay was a lot simpler. A huge thank you to everyone who played the demo and helped shape the game with comments, reviews, and suggestions! Today, we launch 1.0.1, I hope you like it!
Updated the game version to 1.0.
Improved demo completion flow with a new completion panel, artwork, and clearer full-game messaging.
Demo saves can now carry forward into the full game from the post-Act 1 checkpoint.
Finished localization for the new third-tier minion evolutions and their descriptions.
Added a random name button when renaming minions.
Improved minion duplication and evolution handling so snack bonuses and custom minion state are preserved more reliably.
Updated minion upgrade descriptions to include the new third-tier evolutions.
Adjusted achievement and unlock progression for minion families and starting minion rewards.
Adjusted Green Snek and White Snek starting stats (slower but more hp).
Adjusted treasure room loot density and made treasure loot appear in more natural clusters.
Secret rooms now include a small gem scatter reward.
Pressure plates now have sound feedback when activated.
Improved trap placement so generated traps avoid the exit more consistently.
Adjusted Phoenix rebirth behavior and late-game boss hitboxes.
Adjusted several relic and upgrade balance values, including food frequency, Crimson Tear, and Spectral Shield.
Minion detail panels now show permanent snack bonuses separately from temporary snack bonuses.
Improved sell values for evolved minions and stacked upgrades.
Improved menu version labeling for demo builds.
Polished end-screen record stat sounds and several small menu, setup, store, and HUD details.