Hi everyone!
I'm finally ready to share a first dev-log video for my new game called Bananamana!
Bananamana is a procedurally generated action/adventure game and I can't wait to share more details with you soon! Although I'm planning to release it first as a 2D, "flat" game, I've been keeping VR in mind as I design it. I actually released a VR game called Twobit Odyssey for the Gear VR and Oculus Go a year ago , so I'm already familar with the awesomeness and limitations of VR... and I'm also very sensitive to motion sickness, so I'll make sure that Bananamana doesn't make you (and I) sick. I've already run some tests with the Oculus Rift and, I have to admit, the game looks awesome in VR!
There is still a long way to go but I can't wait to share more details with you soon! I'll keep posting updates and news on this thread!
Thank you all for your help and support, don't hesitate to let me know what you think

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New dev-log video for Bananamana! A month has passed since my last dev-log video and I have implemented a lot of new features in Bananamana such as dungeons! I also reveal in this video some of the game's mechanics - in a nutshell I want Bananamana to be a mix of action, adventure and exploration. The procedural generation will allow the game to renew itself each time you play. It may sound like a Roguelike, but I don't want the game to be as punishing... so Bananamana will be more of a Roguelite-ish experience. I still use placeholder textures here and there, and some models are still rough.... More to come soon!
Warp Statues act as checkpoints and you can warp to them at anytime during the game. As you know, Bananamana is procedurally generated and each level is made up of a four kilometers wide over-world to explore, and a dungeon to unlock. Obviously, I don't want players to get lost and eventually become frustrated exploring such a large area. This is why I believe the Warp Statues are very important, although their name will most probably change in the future.
Towers are very different and give you a high vantage point, allowing you to find your next target. I know that many games use towers these days, but I knew from that start that I needed to implement such feature. They are obviously really simple right now, but they will feature more challenges as I progress with the game.
I have also tweaked tons of elements, such as the UI, the effects and the weapon system. Although I still have to implement several major features in the game, I feel that I've reached a point when I can now add more content. I believe this will allow me to balance out the gameplay further and to make sure each region is fun and exciting to explore. I have also started testing out the bomb! A new weapon type!
Here you go! I still use placeholder textures here and there, and some models are still rough... More to come soon!