Cirrata cover
Cirrata screenshot
Genre: Indie

Cirrata

NEW Gameplay Trailer - Dev Log - 6-22-24

NEW GAMEPLAY TRAILER





UPDATES: Top to bottom = Old to new



fixed bug where you could only talk to the narwhal once and the textbox was in the wrong location on screen.

new dialogue for frog that tells you to save in friends in the cavern below. (explains more game mechanics)

changed 'ingredient cache' to 'tomi cache' (the ingame currency). TOMI CACHE now gives 50 TOMI

increased size of DMG numbers when they spawn

increased length of time the DMG numbers fade (fade slower)

increased length of time it takes before DMG numbers start to fade out (stay fully visible longer)

increased max size DMG numbers can reach as they grow

increased size of GUI 'CRITICAL' indicator

changed CRITICAL indicator and critical hit DMG number from maroon to red

fixed bug where you could only open the options menu 1 time and then never again

fixed a bug where sometimes when a dialog textbox would first open it would automatically skip the typewriter effect

slightly adjusted the background for dialog textbox to better align the text to the background

updated INPUTv6.0 ---> INPUTv6.2 plugin

changed color of TOMI CACHE item title in textbox to color coordinate with the item (orange)

much dev playtesting due to updating to new major release of GameMaker creating all kinds of the BUGS

increased default item pull collection radius 150 --> 300

changed the names of the 'blue' and 'red' spirits --> now 'Swiftgard' and 'Mightmend'

level design work - map expansion

inventory screen polish

increased price of spirits when purchasing them 20-->30

set up cirrata with github (for the second time, had issues before)

all new vocal audio for the big half skeleton boss

new vocal audio sounds for small frogs, soldier frog, fat frog

new vocal hit sound for hitting the evil turtles

new 'new game' intro text with new text fx

raised volume of ambient sound in starting house

new rabbit npc vocal audio

misc audio level adjustments throughout

new knife rain ULT particle fx

new cleaver ULT spiral fx

'PANarama' weapon new stage 2 attack animation

level design work - map expansion

tweaked move speed, acceleration, friction, animation speed values for RUN to make it less floaty and slippery feeling.

when in full run and coming to a slow down the animation will now transition to slower walk animation before coming to a complete stop (tiny tweak that makes it feel more satisfying)

added teal tint to shield icon to correlate it with the blue spirit

created new particle fx for 2ndary weapon new attack (PANarama)

Foundation of "PANarama" stage 2 attack now in the game

Fire Damage over time (DoT) now in the game

fixed bug where stage 1 'PANarama' attack would sometimes not play sound if near a ledge

added different pitch to each playback of PAN attack sound

added better dialog for weapon pickups

new frame by frame fire animation

color and fx layer work for frame by frame animation

drawing work on fire icon (for fire DoT)

added fire icon to indicate when enemies take fire damage

enemies now spawn fire sprite on themselves when they catch on fire and it now fades out when it wears off or the enemy is killed.

enemies can now spread on fire condition to other enemies they cross paths with

fixed bug where enemies on fire would cause every other enemy on fire nearby to reproc their fire DoT and vice versa and cause massive amounts of damage to every enemy nearby usually killing all of them

level design work - map expansion

new signifier icons for stomp, and secondary weapons and spirits to match other newer icons

new miniboss animation work

waterfall animation work

level design work - map expansion

level design work - detail in expanded rooms

upgraded above ground red plant animation to improve contrast and reduce noise of image (to allow for larger scaling) also cut out 10 frames from the animation

more level design work

new mini boss work

added 'spawn all weapons' debug cheat

added 'spawn all ability bottles' debug cheat

fixed lighting controller not working bug

began adding new mini-boss to game

fixed lighting in sky zones

lots of level design work

more sky-zone lighting adjustments

added controller vibration to bouncy shroom

level design work

increased chance of 'spirit' bottle drops 25% --> 35%

added in game 'join discord' and 'steam' links to main menu

changed save game kier head icon to a more dynamic version of the icon

fixed lighting accents in the wrong spots on title screen

title menu adjustments and detail work

Fixed underground music playing at the same time as boss music in mini-boss room

changed spirit drop rate 35 --> 30

lowered 'tomi' cache value from 50 --> 25

CIRRATA - ABOUT THE GAME - DEV LOG - PATCH LIST



I wanted to share all the new things I've been working and or added and fixed since the last update! I apologize for development being slow. I do have a full time job as a chef and it can be a lot at times.

I am also very excited to say that I'm shooting for a 1st or 2nd quarter 2025 early access launch. I hope to also be in the Steam Next Fest event prior to that release with a demo available with most of the main mechanics of the the game I have planned. There is still so much work to do before then and definitely after the EA launch as well. I appreciate any support during these times.

Please WISHLIST as this greatly helps Cirrata out!

Feel free to join the DISCORD as well!



I would now like to share a little info about the current and planned features of Cirrata.

Many of the mechanics of Cirrata based around the 'spirit' system and also the food item main system in the game.

It is meant to feature many secondary weapons, much like in Castlevania SotN. (currently 4 are mostly in)
These weapons will have a regular, amplified, and ultimate attack mode (based on how many of the blue 'spirits' the player has activated (drank)).

It is a Rogue-lite game but also inspired by Metroidvanias
There is a world ingredient cache collecting and delivering to the local pub mechanic (WiP).
This will lead to the pubs chefs creating food items for the player. Each food item has a unique effect on the player ranging from summoning minions to raising your crit% or amplifying other abilities. I plan to have 50 or even more in the 1.0 release. (currently have 10). I hope for this system to be, in a way like Risk of Rain or other rogue-lites where you progress through unlocking new and stronger food items. When you die you reset at the pub and lose items and weapons but you will still have access to aspects of things you had before.

There will be many enemy types, currently planned: regular, elites, mini boss's, and large scale boss's.

The intro is basically the tutorial to the game and is much more of a Metroidvania style experience. I originally planned to make Cirrata a true Metroidvania style game but the scope became much too large for me as a solo developer so i pivoted a bit.

Once you reach the Frog town and the pub in the game the tutorial is over and it becomes a rogue-lite experience. You will keep the main core game abilities you have gained up to this point.

aaaand I dont want to spoil the rest but I wanted to clear some things up for anyone curious for more info about Cirrata!


me spamming cleavers for for the fun of it (I need to work on balancing everything still) ːspiffoː

DEV LOG - PATCH LIST


FROM OLD to NEW as you scroll down

fixed dash on ground dirt particles (were not working at all)

added hud indicator for all critical hits

updated controller mapping screen

made the purge particle sprite more textured

purging now creates a poison cloud that causes poison DoT to enemies that pass through it (edited)

increased starting player currency amount 100 -> 150 (edited)

poison DoT mechanic added to the game

poison now spreads to other enemies over time if nearby

poisoned enemies will turn a light shade of green while poisoned

bouncer mushroom cloud now causes poison instead of causing dmg on hit (edited)

fixed purge fx falling through the floor

ingredient cache pickups added to game

level design work - opened up underground area where "under construction" sign was

level design work - new underground room

level design work - more detail in underground biome

art work- more progress on new rabbit sprite

animation work - new "fatfrog" animation for talking state

animation work - prepped new crow sprite for animation

added crow npc and narwhal npc to the game

added rarity levels to secondary weapons

added rarity levels to food powerup items

level design work - world detail - bar (edited)

level design work - world detail - underground

Planned out first mini boss fight

rigged new enemy into animation

fixed bug - dust animation fx on wrong layer at times

level design work - frog pub

drawing work - "rabbit2"

animation setup in spine - "rabbit2"

animation work - rabbit2

level design work - frogbar

animation work - npcs

level design work - frogbar

updated controllers menu page

increased air to ground slam move speed

wall jump now creates dust cloud on the wall

fixed ground dust not triggering due to jump input buffer
ground dust now always trigger on land, most of the time triggers on jump
ground dust now triggers on high jump
fixed bug where on some surfaces the step dust would not trigger (edited)

fixed bug where you could not zoom out in the Frogbar

fixed bug where if you get the flying eyeball familiar and leave and come back to where you got the flying eyeball familiar. it would die

fixed a bug where the narwhal that gives you the flying eyeball familiar does not leave once you leave and come back

added glow to bouncer mushrooms

started working on custom control mapping

Cleaning and reorganizing controller code to prep for custom bindings

Key rebind research

Default keyboard controls changed (added mouse to control weapon)

beginning of rebind-able controls implemented

figuring out how to get button image icons to show instead of text

MASSIVE CONTROLLER SYSTEMS OVERHAUL
added support for ALL gamepads, way better keyboard and mouse controls, control consistency through all menus, KEY REBINDING, new icons for all controls.... more to come (edited)

made player attack hitboxes bigger 1.3->1.4

way more player input work (re bind control)

in game button indicator icons now change based on what input source you are using (gamepad, keyboard, etc)

updating the "inventory" menu (new style)

added example videos for ability powerups to inventory menu

changed menu click audio sounds to more pleasant sounds

more inventory work

added health to inventory menu

fixed stomach hud showing on new game load screen

fixed dust particles showing on new game load screen

removed the "+" from notifier when picking up money

made secondary weapon charge icon not outlined for rarity level for each secondary weapon (edited)

removed "+'" from secondary weapon indicator

started drawing new text box background to match hud (old one was not drawn asethetic)

finished new text box background

implemented, resized and repositioned the new textbox in game (edited)

level design work - new area in frog bar zone

more level design work

added new frame by frame animation layer for blood hit fx

moving platforms mostly fully functional

fixed issue where BAT enemy was not spawning the proper items/debris when stromped

fixed the player and enemies showing in front of the foreground parallax layer

Audio overhaul/upgrade work

more sound design work

loooots of audio work (like almost all day)

Fixed random floating frog sprite

Fixed consumed food item hud icons and descriptions not showing issue

Changed player particle FX a bit to better signify different movements from abilities (high jump, ground slam)

Fixed: if you already ate any specific food item and/or your stomach already had a specific food item you could still buy and eat that specific food item. (you could waste your money and not get anything from it)

Added: When near a food item you can buy the price (ie: 300) indicator now turns to "IN BELLY" if you have already eaten that food item for its buff and its currently active and wont let you buy it. (unless you purge it)

fixed: regular chat bubble and ACCEPT/DECLINE chat bubble were overlapping

added: debug mode: added a guide explaining what keys do what for 'cheat mode'

did some animation work on a new npc

new npc animation work. Two new animations ('soldier')

added npc to training course room

animation work on 'rabbit2'

Drawing work on ‘fatfrog’

adjusted players 'full run' animation (looks way better)

'fat frog' rigging in Spine. (reworking animations in better animation app)

a lot more 'fatfrog' animation things.

More animation work. Began importing into the game

animation work - fatfrog

moving platform polishing

moving platforms now bonk you through drop through platforms and just generally move the player out of the way

drawing work

moooore drawing

more drawing . finished social media icons in the style of cirrata

fancier food item drawing

new food powerup art

drawing a new asset for the frog bar that will let the player know how stocked the kitchen is

new food item drawing work

fixed background texture misalignment in 'level11'

fixed bat enemy throwing a knife with a white outline

new game intro text explaining the state of the game and whats to come

New npc animation work

about 5 new animations added

a new npc has entered the game!

more frog chef npcs added to the game

Fixed layer depth issue in frog bar -particles were behind everything

Changed particle effect and color of weapons and food items to better distinguish between other items

Fixed multiple causes of particles not clearing properly causing a error crash

custom controls will now save when game is saved

Custom controls now reset at the main menu but reload when you load a game

menu controls will now stay the same even if you change the custom bindings

added buffers to the pause menu so it doesnt skip menu pages when trying to change controls which are the same as confirm and cancel menu buttons

CONTROLLER VIBRATION is beginning to go into the game

controller vibration is about 90% in the game

Fixed issue where player would stop moving but the run animation would continue for a second too long

when in a full run and you stop pressing left or right the player will now slow to a stop and the animation will slow as well

there is now 4 stages of movement (instead of 3 prior)
1: no blue spirit on hand - 1x speed
2: 1 one blue spirit on hand - 1.2x speed
3: two blue spirits on hand - 1.35x speed
4: three blue spirits on hand - 1.5x speed

made the player trail for high jump, ground slam, and burst attack more prominant

added on screen signifier for the 4th movement speed buff

rigged the bird mini boss in spine 2d animation

many minor changes to some of the 'rooms' to make traversing them more fluid

expanded a room a bit to lead to a new 'room'

fixed 'bouncer shroom' glow showing behind the shrooms. made it hard to see

expanded mini map functionality for new rooms

beginning of kitchen systems. (ingredient delivery and food powerup item supply)

started designing a new special 'room'

fixed camera follow issue: when following the player traveling at a steady speed downward the camera would stutter until the player came to a stop

slowed regular camera follow speed slightly. still moves fast to catch up when it needs to

more work on the kitchen systems

got the kitchen ingredient stock meter bar in and functional ,
created two new particle fx for the meter bar,
made a couple new sound fx for the meter bar

more new kitchen mechanics work

npc speaking audio sound work

more kitchen mechanics work

even more kitchen mechanics work

fixed high jump and ground slam particles on wrong layer

new audio sound for single ingredient pickup

more kitchen mechanics work

fixed bug where when you loaded a new game the player would end up outside the room and off camera

fixed a bug where there was no starting weapon box and then after adding the box in again the box would not allow the player to break it break

lowered the volume of single ingredient pickup sound to account for picking up multiple at the same time

Cirrata - NOVEMBER update

added ability to gib bat bodies

ground slam gibs enemy bodies

added a brief "cling" to walls prior to wall jumping. you slide downward slightly during this state.

foot stomping is only enabled while near a body

miscellaneous movement code cleanup

fixed item button spawners not being destroyed

fixed player room spawn locations not being set properly

fixed jump animation (at apex of jump would play wrong anim)

fixed item button spawners:
- now follow the item that spawned them
- dont spawn double on occasion

added pulse to enemies bodies
(to signify loot)

added new sound fx

added new zone music for sky area

more polish to the down slam attack

added sound to wall jump initial impact

added sound to items when they disappear(edited)

enabled downward slam attack to be initiated after a high jump ability.

changed drop through platform control to DOWN + DASH BUTTON

more misc polish to the down slam and foot stomp mechanics

changed small health bottle to heal half heart instead of full heart

large health bottle still heals 1 full heart

added audio to sky boss

Added new zooming system to replace old one

recalibrated everything involved in the player death sequence

added two more hitboxes for the skyboss
and calibrated the old ones a bit

changing player dash/high jump/down slam variable for more responsive movement

dash movements are now faster/ more responsive

new item descriptors

added hud timers for "spirits"

added new audio for knife swipes while the damage buff/"spirit" is in effect

made hit fx more "juicy"

added temporary title screen

set up system to control hit fx size. 4 variable sizes. (CRIT, large, medium, small)

Started reworking Item system

Blue "potion" now increases movement speed by 20% and gives the player a "shield" charge per "potion" use

dash attack is now an ability pickup. Have to use the spirit and you gain the ability to use the dash attack. doing the dash attack consumes one blue "spirit"

Fixed layer/camera depth issue for “level3”

Fixed many flow issues in “level3” and added more background assets.

Fixed particles game crash caused by player “longfall” blood splatter particles

Fixed the shield bat’s shield hit effects. Player hitboxes were not registering.

Fixed layer/camera depth issue for “level3L1”

Fixed layer/camera depth issue for “level4”

Added Git Support

worked on new title menu screen

reprogrammed blue "spirits" to give a "shield" charge on use. and passive while holding: move speed buff. and cleaned up "spirit" pickups code(edited)

started to convert all enemy hit-boxes to a single script to be easily adjustable per enemy(edited)

lengthened the time the full screen hit effect is on screen .045 to .03 fade speed (more prominent now)(edited)

'Shield Bat' enemy now throws cleaver to players current location when thrown. (No longer random, unpredictable throws).(edited)

fixed layering misalignments in "3L21" and "3L1"

fixed miscellaneous room connectivity gateway issues

Fixed two more rooms depth issues and room doorway issues.

Fixed overall world map flow. Opened up some new doorways in the map as well.

Fixed layering issue with 3L3 and 3L2

Changed layout of 3L3 and 3L2
Also, connected to rest of map.

reworked "wave" system - enemies now spawn randomly based on where the player currently is.

fixed high jump and down slam activation glow - now works

added zoom on analog stick press. Left stick hold = zoom in, Right stick hold = zoom out. release to go to back to default zoom.(edited)

fixed slow to track player camera after changing rooms

added fade from black upon entering a new room(edited)

fixed issue where knife swipe fx would not show up if the lighting layers were turned on

fixed camera edge of screen clamp offset(edited)

fixed light layers for newly refreshed rooms. layer and lighting now updated. performance should be increased in these rooms yet with more visuals

increased collision radius of downward air slam attack

fixed only being able to jump directly upward after a slam attack

added timer to slam attack, cannot spam slam attack now(edited)

fixed major texture page issue

fixed an exploit with coyote time where you could jump up to a ledge in order to use coyote time and jump again

Added dialogue npc's to frog town. added varying frogs as well

Enemies are now persistent based on the room. Kill one and they stay dead till reset

Enemies reset on visiting the central "home" zone

added options menu to start menu

fixed save/load system

can now save in the home town at a save stone(edited)

graphics menu with window resizing, and full screen switch now implemented

reduced wall jump cling to wall time from 15 to 8 (steps. @ 60 steps per second)(edited)

began implementation of town npc vendor

full resolution switching and settings saved upon change. and loaded upon relaunch of the game. including user accessible .txt options file(edited)

fixed enemies showing up over the top of everything else bug

added a vendor npc. can now purchase items in town

added currency to the world of cirrata

added attack for turtle enemy

changed graphic for full screen damage effect

more map work - level3L3(edited)

fixed a bug with low health fx

fixed misc death sequence issues(edited)

you now have a chance to get money from all breakable items

turtle enemy will now eat currency drops(edited)

removed "score_point" system from the game

weapon "chests" added to game

item chests will spawn a random secondary weapon item based on player skill level(edited)

consolidated all game notes (to-do's, bugs to fix, etc) to a single file. / creating a guide manual(edited)

added player consecutive hit counts, and kill counts(edited)

added a new indicator for enemies bodies

fixed collision issue with turtle enemy corpse

fixed chest spawning the wrong throw knife (it was spawning the thrown knife, so a knife would fly out when you break the box)

enemies drop rate is based on a % now. (no longer always drops the same thing every time)(edited)

fixed background alignment issues in room "level3L2"

Added more visuals to "level3L2"

Bats now climb out of the ground when they spawn during "wave system"

Update - Cirrata


removed air attack player bounce back

cleaned up the turtle and the fruit bat AI and knock back a bit

added above slash attack. new animations and frame by frame hit slash FXfor it

more particle system optimizations

fixed costly "for loops" with enemies causing lag

fixed rabbit hit swipe issues (flipping sides, not destroying when rabbit it knocked back)

fixed issue where player would not exit immune state after being hit and then immediately attacking

implemented new item menu

fixed issue where turtles would get stuck after being hit

fixed issue where fruitbats would get stuck repeating knockback animation more then once before returning to walk state

implemented system for collecting and activating item pickups

updated goat enemies AI

Audio SFX overhaul and optimized audio systems.

enemy ai tweaks.

new hit swipe fx for bats

remade player above swipe for more height

fixed particles failing to be destroyed on room change

fixed rabbit thrown knife from sticking into invisible barrier

fixed player hit swipe from disappearing when hitting bat shield box

fixed being able to still damage the bat when player knife attack strikes bat shield

fixed range of shield bat melee attack (now bat actually melee's if player gets close)

fixed player being stuck in walking animation after land after striking the bat shield from any air attack

put a timer on health drops. player now has a set time to pickup drops
(prevents memory leaks too)

fixed rabbit hit swipe fx not being destroyed if the rabbit was destroyed

added enemy health bars

optimized particles systems more (almost fully optimized)

mostly fully optimized particle systems

fixed enemy blood/hit fx sometimes spawning above enemies when player attacking from air

updated damage numbers with a new system

new full screen damage sprite

added blue/red light glow for when player has active item buffs

added buffer for (attacking at the same time/ a quarter of a second before jumping) now sends you to jump attack. greatly smooths the transition.

fixed enemy hit particles showing behind enemies

fixed instances where hitting multiple enemies at the same time would spawn the Hit FX and DMG numbers multiple times for one of said enemies

added charged high jump

tuned the dash atk more. has more acceleration now

hitting a wall/ceiling with the charged high jump or dash attack now causes shake and a small amount of knockback

fixed a wall jump issue where if you were falling and close to the ground you could jump off the wall and double power

jumping through enemies with the high jump now damages them and causes knockback

greatly updated quality of "large tree" in town area

created and implemented custom "cirrata" font

updated inventory menu with new fonts/graphics

rearranged inventory menu for optimal comprehension speed

fixed bat sprite shielded and non shielded flip issue

fixed wave system not going to wave 2

added "wave hud"

added rabbit spawn state for when spawned from the wave system

implemented half heart player health

added ability pickups

changed item icon particles color to be coordinated with item types

added dual menu for recipe items

added critical hit system

updated damage numbers with easier to see/read numbers

critical hit damage numbers are now red and grow larger then regular

added crit enemy damaged sound

fixed issue with hitting more then one enemy at once causing same damage amount

updated key animations of kier (the player) with better filtered HD versions

base crit proc rate is now 10%

made walk cycle and idle for new boss enemy

switched over to 'spine' from 'spriter'

more graphics optimizations

more texture page optimization

more graphic optimizations. (resizing and scaling HD graphics) (note: very time consuming)
added 3d camera (changes the way parallax works).

fully implemented 3d camera

more texture pages optimization

more sky level level design

optimization with particle systems and textures/sprites

implementing new boss

figuring out how to implement new boss with new animation software

added skins to boss

boss hammer weapon now gets bloody

implemented multiple hitboxes for "boss"

"boss" now has 5 animations

adjusted player knockback state to be more of a gradual slowdown

added blood decal to show on hit to titan hammer that fades out

added boss screen health bar

fixed problem with enemy health bars not going down after the first couple hits and showing as empty when health is low

00.16.12 UPDATE

-added slowdown to the air attack enemy bounce off so the movement is more smooth.
you bounce off and slow down now rather then come to an abrupt stop mid air.
.knock-back immunity time increased to prevent getting hit over and over without being able to get away from it.
-reprogrammed coyote time and jump input buffer to work more efficiently
-re-calibrated player animation transitions
-new zone in progress.
-potions are now pickup and hold till used. once used they apply a timed buff to the player.
-misc new sounds
-misc bug fixes and optimizations
-particle system overhaul for efficiency.
-lighting system overhaul for efficiency.
-new weapon slash trails (now frame by frame drawn animations)
-reworked air primary attack: you can now attack more then once before landing.
-added 1 new enemy (more coming).
-added mini health pickups. (pickup heals one health heart).
-new breakable item.