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    A quick check-in on Tales of Eldoria

    Hey everyone,

    It’s been a while since the last update. I’ve been mostly heads-down working on Tales of Eldoria these past months, so I wanted to take a moment to reconnect and share where things are at right now.

    🧍‍♀️ New Character Sprite Style

    As you can see from the current screenshots on the store page, the characters originally used shorter sprites. But once I started placing them into the world we’re building, something felt off. They didn’t quite match the scale or the feel I was aiming for.

    So I decided to rework them into a taller sprite style across the entire party.

    It’s a subtle change on paper, but it makes a big difference in how the characters read and feel during exploration.

    Here’s a look at Liora:


    🎨 Party Artwork Update

    Still looking at the party, the original artwork was done in a solid color style, meant to resemble an old drawing in a book.

    But over time, the game started to feel a bit too plain visually, and I realized it needed some color to bring things to life.

    So I went back and reworked the entire set into a new style. It still keeps that “old drawing” feel, but with more depth and presence.

    Liora was the exception, she ended up getting a completely new piece:


    👾 Enemies, First Look

    Enemies ended up going in the opposite direction.

    Instead of adding more color, I leaned into a more unique, sketch-like beige style, with small touches of their element color layered on top. The idea is that they feel like something recorded in a journal, as if someone encountered them and drew them down during their journey.

    This is actually where most of my time has been going lately… there are a lot of enemies to go through.

    I thought “40+ enemies” was a great idea. Past me had a lot of confidence.


    🧠 What I’ve been focusing on

    Aside from drawing enemies, I’ve also been spending time polishing the tilesets across the game. It’s still a work in progress, but I’m really looking forward to showing more of the different dungeons and challenges you’ll run into.

    On the gameplay side, I’ve been refining and expanding a few things to make the overall experience feel more cohesive:

    • Building a game-wide puzzle system where you manage resources across different dungeons
    • Have randomized loot on chests so it feels more varied from player to player
    • Expanding story moments and refining the game script
    • Polishing combat skills and enemy encounters

    A lot of this is the kind of work that isn’t always immediately visible, but it adds up and makes the game feel better as a whole.

    Thanks for sticking around, especially during the quieter months.

    There’s still a lot of work ahead, but things are starting to come together in a way that feels right, and I’m looking forward to sharing more as it does.