- Crowsworn, my next game now has a Steam Page! - 6 May 2021
Hi all. It's been a while since I last posted, and I suspect a good chunk of you became a part of this community hub after I sort of went on hiatus. Crowsworn, the next game I am working on, now has a Steam page, which means you can wishlist it! https://store.steampowered.com/app/1614330/Crowsworn/ After releasing Unworthy, a lot of stuff happened in my life in an exceptionally short time period... a lot of highs and a lot of lows. After releasing the game, I got married, lost a close relative, started working on another game, and had two beautiful children. Definitely A LOT happened. I wanted to let you all know that the next game I'm working on, Crowsworn, has a live Steam page. It is a metroidvania, inspired by three of my favourite games. Hollow Knight, Devil May Cry, and Bloodborne. It's definitely a bigger project than Unworthy, but so far the development has been nothing short of…
- Sorry for my absence. - 28 June 2018
Sorry for my absence lately all. I've had a family member diagnosed with cancer recently. I've been exceptionally busy with medical appointments and just wrapping my head around the whole thing. I can honestly say I haven't touched or looked at Unworthy for the past week and some. I'm hoping to get back into it asap and bring quality of life improvements like that long awaited weapon wheel. I definitely have my hands full with chemotherapy visits and the like so I'll definitely be moving at a slower pace. Thank you for your patience all.
- Version 1.0.1d (The Skill Tree Update) - 8 June 2018
Hello again all. Apologies for the frequent updates, but I've just been monitoring streamers and looking at comments everyone has been making. Although I don't always agree with everything that's suggested, I always look into what's being said and tend to re-evaluate my original decisions. One thing that has been brought up frequently is the skill tree system. There have been two primary grievances with the way the system is now. It is ridiculously difficult to purchase skills later in game. This is due to the very aggressive inflation of Sin cost for the skills. Some skills are exceptionally underwhelming in later game (i.e. Tainted Blades). So... I've tried to address both of these issues. Although I still don't want players to be able to suddenly purchase all of the skills in their first playthrough, I do want them to be accessible. I have reduced the expense of purchasing skills lat…
- Version 1.0.1c (The Spirit Bow Quality of Life Patch) - 7 June 2018
So I've spent a lot of time reading the comments about the Spirit Bow and what folks disliked about it, I also looked through as many stream recording of the game as I could to try and observe what the actual issue is, and I've come to a few conclusions. People don't like how fast the bow charges (i.e. very small window to get the right target), and people sometimes let go of the control stick as they fire, often leading to last minute missed shots. Some folks suggested different methods to choose where the bow targets, and although all these ideas are good, they conflict with a lot of the other underlying design decisions (mostly level design). So... I tested with a few folks on the beta branch and I think we've nailed something really nice here. So... the patches here are small but significant. The Spirit Bow now starts at a longer distance charge, but charges slower. This means the v…
- Patch 1.0.1b - 3 June 2018
Hi again all, just another patch to fix some of the reported bugs, and provide some new features. Here's the list: Fixed bugs where if you would teleport on top of a spikey wall thing (boneyard) it would crash the game. Fixed a bug near the gondola ride where you could teleport to a location where you would be stuck permanently. Game will now pause combat (black screen) when window is out of focus. I know a lot of players wanted the ability to step away from machine to go to the bathroom or whatever... yah...it's there now when you alt-tab. EDIT: Removed for time being, found a last minute bug if alt-tabbing in death state. Reworked the save system. This will only work once you launch the game on the new updated version. Presently the files were encrypted to be machine specific, it was impossible to transfer your data over to another machine. The new system will allow you to move files…
- First sorry for all the announcements... Patch 1.0.1a - 1 June 2018
This is a small hotfix patch to try and deal with some of the issues reported thus far. It deals with some minor bugs, and deals with some overall improvements based on feedback. The spirit bow has been reported as a grievance for a lot of people. A lot of folks are having trouble controlling it on controllers. I am presently thinking about how to improve this, but nothing is quite obvious. The one thing that most people complained about is the fact that the teleport ability uses ability meter. I agree this is a bit silly, the teleport arrows now are free and cost no ability. This should rectify the problem of having to wait too long after missing a shot. Thornvale is a nightmare for a lot of people. To improve this, there is now a kiln available immediately before the boss fight. This means all you have to do is successfully traverse Thornvale once and the rest is about killing the bos…
- Working on Rolling out 1.0.2 - 31 May 2018
Hi all, I'm preparing to roll out v 1.0.2 This should fix a few key issues There is a bug with the map after you've explored enough of the regions, this patch should fix it. That being said, it likely won't fix it on your current playthrough. This has to do with the way map data was stored, it'll basically ensure that on your next run the map should be bug free (I hope). Fixed a bug with the third boss potentially dropping the item in an area that you could not collect it. This would force the player to restart the game and have to kill the boss all over again. Fixed visual display of keys rebinding for keyboard for the in game menu. Fixed an issue with the commune script. If you don't know what this is... don't worry about it. I will be rolling out the patch tonight, in the meantime if anyone would like to test it and let me know if there's any conflicts or issues, you can do so by goi…
- Black-and-white 2D action game Unworthy is out now and worth your time - 30 May 2018
Unworthy is a Metroidvania-style 2D action game whose grayscale world is dripping with death, decay and other wholesome things like that. Its surprisingly detailed levels and deceptively simple combat caught my eye last year , and now after a total of three years of work, solo developer Alekz Kuzmanovic has finally released it on Steam and GOG . I was able to dip my toes in Unworthy's early levels, and it quickly became clear that it's not a normal Metroidvania. You can't jump, for starters, and while that might sound like "a shooter where you can't shoot," Unworthy's cleverly placed ladders, elevators and platforms turn this seemingly deal-breaking limitation into an interesting challenge. Fall damage is punishing and enemies can knock you off ladders, so you have to plan your routes carefully.  The combat also takes some getting used to, but it feels good…
- Unworthy Patch 1.0.1 - 30 May 2018
Hi all, just wanted to let you know I'm super thankful for all of the bug reports that have been sent my way. Some caused isolated game crashes, some were just unimplemented features (i.e. Steam Screenshot F12). Patch 1.0.1 Contains the following fixes: *Fixed a bug where game would crash in select circumstances when dying (very rare) Fixed a bug where some bells would not properly open doors when being struck Temporarily disabled Steam Cloud service since some people had issues opening the save data on other comps which would lead to corrupted data files. Still unsure why this is happening, but I'm looking into it. Added the Steam Screenshot Feature (F12) Next Patch To Do: Add support for PS4 controllers, since game only recognizes XboX right now. (hopefully is doable... not entirely positive I'll be able to do this, but I think I can... hopefully...) Fix some minor sound bugs / glitch…
- After 3 Long Years Unworthy is Finally Out!!! - 29 May 2018
Unworthy has finally released! I have nothing else to say... it's finally out... https://i.imgur.com/fvtCt3K.gif
- Unworthy Releases May 29th, 2018 - 14 May 2018
After almost 3 years of work, animating, coding, and designing, I am finally able to commit to an official release date for Unworthy. https://i.imgur.com/Z0fs8oE.gif The official Unworthy release trailer: https://www.youtube.com/watch?v=cVWtvLRgIJA&feature=youtu.be Thank you all.
- Development Update 9 (Likely Final) - 11 May 2018
https://i.imgur.com/8FrGqdY.gif Hello again all, this will likely be the last Development Update before the release date announcement. I've been spending the past couple of weeks further polishing up the game, making a final pass to ensure everything is where it needs to be, testing steam achievements, and just generally getting my marketing / PR game together (sort of). In anticipation of the upcoming release, I'd like to invite all of you to join the freshly made Unworthy discord server. Hopefully it can be a hub for the Unworthy community as well as any and all souls / metroidvania enthusiasts. EDIT: That before I posted a non-permanent link (sorrys) this one should work. Here's the discord link for ya'll https://i.imgur.com/HxQnRtV.png https://discord.gg/GBACwyQ As always, I'm super grateful to you all for following along on this wild ride, and I'm super-stoked to put Unworthy in yo…
- Development Update 8 - 8 April 2018
https://i.imgur.com/NBhbaBj.png Hello again all, It's been a little bit over a month since the last update. I haven't been posting many updates as I am really trying to finish the game as soon as possible. Some of the cinematic sequences that are left to do have been taking a little bit longer than I anticipated (but I assure you they're worth it!). Making a game like Unworthy has, in general, taken a lot longer than I had expected. I grossly underestimated how long it would take to make all of the "connections" between game components. When I say this, I am referring to things like talking to NPC C requires you have spoken to NPC B, which requires you to have spoken to NPC A. This gets even more complicated when some aspects are multi-conditional. The fact that all of the art is also made by me, just adds so much more to my plate. I think this example probably gives you some idea of th…
- Development Update 8 - 8 April 2018
https://i.imgur.com/NBhbaBj.png Hello again all, It's been a little bit over a month since the last update. I haven't been posting many updates as I am really trying to finish the game as soon as possible. Some of the cinematic sequences that are left to do have been taking a little bit longer than I anticipated (but I assure you they're worth it!). Making a game like Unworthy has, in general, taken a lot longer than I had expected. I grossly underestimated how long it would take to make all of the "connections" between game components. When I say this, I am referring to things like talking to NPC C requires you have spoken to NPC B, which requires you to have spoken to NPC A. This gets even more complicated when some aspects are multi-conditional. The fact that all of the art is also made by me, just adds so much more to my plate. I think this example probably gives you some idea of th…
- Development Update 7 - 17 February 2018
https://i.imgur.com/YZo6eFJ.gif Hello again all, Hope everyone is doing well, and a Happy Lunar New Year (to those that celebrate). I've had a few questions about Unworthy's release date coming my way, and it's been a little bit over a month since the last update, and I feel like I'm a bit to overdue, and so here's a quick synopsis of what I've been doing (phew). First of all, I'd like to address the fact that I keep prolonging the release of Unworthy. I know a lot of you area eager to jump into the game, and trust me when I say I'm just as eager to have you jump into it, but I really want to make sure I am 100% satisfied with what I'm giving to you before I hand it over. Being the sole developer means that there is a lot of work cut out for me, but at the same time it means I have 100% control over the quality of the game, and am not really forced to push out a product before it's actu…
- Development Update 7 - 17 February 2018
https://i.imgur.com/YZo6eFJ.gif Hello again all, Hope everyone is doing well, and a Happy Lunar New Year (to those that celebrate). I've had a few questions about Unworthy's release date coming my way, and it's been a little bit over a month since the last update, and I feel like I'm a bit to overdue, and so here's a quick synopsis of what I've been doing (phew). First of all, I'd like to address the fact that I keep prolonging the release of Unworthy. I know a lot of you area eager to jump into the game, and trust me when I say I'm just as eager to have you jump into it, but I really want to make sure I am 100% satisfied with what I'm giving to you before I hand it over. Being the sole developer means that there is a lot of work cut out for me, but at the same time it means I have 100% control over the quality of the game, and am not really forced to push out a product before it's actu…
- Development Update 6 - 6 January 2018
https://i.imgur.com/FlCKAF0.gif Greetings all and Happy New Year. I hope you all had a wonderful Holiday season and are rowing into 2018 pumped and energized! I've been a bit busy dealing with Christmas shopping, visiting family members and friends (you know how it goes) so I've been a bit behind with the Development Updates. Well anyways... to kick off the new year here's Development Update 6. As of now, the game is pretty much core content complete. I always hesitate to say it's complete since I try and leave room for new / good ideas even if they weren't originally planned for. Basically if I feel it'll improve the overall experience sufficiently I'll make room for it in development time. Recently I've been working to polish the additional game content such as the quests / secret items / secret areas / secondary endings / etc... The rowboat scene above is an example of one of these s…
- Development Update 6 - 6 January 2018
https://i.imgur.com/FlCKAF0.gif Greetings all and Happy New Year. I hope you all had a wonderful Holiday season and are rowing into 2018 pumped and energized! I've been a bit busy dealing with Christmas shopping, visiting family members and friends (you know how it goes) so I've been a bit behind with the Development Updates. Well anyways... to kick off the new year here's Development Update 6. As of now, the game is pretty much core content complete. I always hesitate to say it's complete since I try and leave room for new / good ideas even if they weren't originally planned for. Basically if I feel it'll improve the overall experience sufficiently I'll make room for it in development time. Recently I've been working to polish the additional game content such as the quests / secret items / secret areas / secondary endings / etc... The rowboat scene above is an example of one of these s…
- Development Update 5 - 9 December 2017
https://i.imgur.com/Vy2iNQH.gif Hey again all, I've managed to take enough steps forward with development, so it's time for another development update. I've slowly been progressing towards completing the last sections of the game, the game is getting close to being content complete. There's a couple of half-finished bosses that need to be wrapped up and a few levels to finish designing, but it's almost done. After this I will be focusing on fishing some cinematic sequences for the game, as I genuinely try and make sure that every scene is unique and memorable. Since almost everything is hand animated, this takes quite a bit of time. (the gif above shows the kind of stuff I'm talking about). After the core visuals are wrapped up I'll need to go over the sound stuff with the audio team to make sure that all of the music and SFX are mixed and mastered together to produce a super awesome co…
- Development Update 5 - 9 December 2017
https://i.imgur.com/Vy2iNQH.gif Hey again all, I've managed to take enough steps forward with development, so it's time for another development update. I've slowly been progressing towards completing the last sections of the game, the game is getting close to being content complete. There's a couple of half-finished bosses that need to be wrapped up and a few levels to finish designing, but it's almost done. After this I will be focusing on fishing some cinematic sequences for the game, as I genuinely try and make sure that every scene is unique and memorable. Since almost everything is hand animated, this takes quite a bit of time. (the gif above shows the kind of stuff I'm talking about). After the core visuals are wrapped up I'll need to go over the sound stuff with the audio team to make sure that all of the music and SFX are mixed and mastered together to produce a super awesome co…