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Mira and the Legend of the Djinns News

New Demo is Live

[h3]Hey everyone![/h3][p]It’s been a little quiet around here, but that’s only because we’ve been buried in work—day and night—bringing Mira and the Legend of the Djinns closer and closer to its final form. The good news? It’s all coming together really nicely. The bad news? Sorry for keeping you waiting so long![/p][p][/p][p]To make it up to you, we’ve put together a brand-new demo that actually shows off where the game is right now. It’s miles ahead of the old one, and we can’t wait for you to dive in.[/p][p][/p][p]Also: Mira is out in the wild at gamescom! You’ll find us in the Indie Area, Hall 10.2—swing by, say hi, and play a bit of Mira with us in person.[/p][p][/p][p]We don’t want to keep you with a wall of text, so… head over to the Steam page, grab the new demo, and let us know what you think! Your feedback is highly valuable and helps us a ton.[/p][h3]Thanks for sticking with us, and talk soon ♥[/h3][p][/p][p][dynamiclink][/dynamiclink][/p]

Developer Update | November

Fellow Djinns!

We hope you're all doing well, and thank you for your patience. Apologies for the recent silence, but we've been hard at work porting the game to the Godot engine.

We're happy to share that we're making fantastic progress! The game overall, especially the movement and game flow, feels on-point and satisfying. However, we're not finished yet. The coming months will be dedicated to finalizing the story, adding props and details, and balancing everything. We kindly ask for your continued support. ːsteamhappyː

From now on, we'd like to provide regular development updates. We've already started sharing updates on a smaller scale, but we want to ensure everyone who supports us is informed. So, let's recap what's been happening with Mira and the Legend of the Djinns over the past few months.



[h3]This video showcases the improved combat system using different weapons[/h3]
https://www.youtube.com/watch?v=VVMsQqTvWv4

[h3]This video showcases the new dual-daggers weapon[/h3]
https://www.youtube.com/watch?v=8KiQZ7HAmV8

[h3]This video showcases the revamped and improved celestial guardian boss[/h3]
https://www.youtube.com/watch?v=GukRHq85Gvg



[h3]These are three important Djinn characters showing-off their new animations[/h3]


[h3]This is a sneak-peek at one of the game's mysterious bosses in action[/h3]


[h3]The world is also getting more crowded with new NPCs settling down[/h3]


Wayne the bard

Zac the Ranger



Sol the Cleric

Col the Warrior



Jon the Assassin





[h3]The Glaive weapon shines in a new colour and received new animations[/h3]




[h3]Last but not least, we got a good mix of new artworks for the game[/h3]


New Promo Artwork

New Start Menu Screen

















Exhausted Yuba resting by the fire

Full body artwork for Mira





So, that’s it for now! Hopefully, this brief update wasn’t too exhausting to read. There’s just so much to catch up on, and we’re excited to share more soon.

See ya, TTYS!




https://store.steampowered.com/app/1927360/Mira_and_the_Legend_of_the_Djinns/








Update v0.1.6 Alpha

Improvements

  • We tweaked the player's movement to feel less floaty and slippery, and we reduced the speed of the roll and dash.
  • Combat has been improved, with enemy behavior now less confusing.
  • Enemies can now drop Crystals (time to grind for some moves?).
  • Some animation sprites have been improved.
  • Dialogue in some cutscenes has been enhanced.
  • Inputs can now be changed in the Pause Menu/Settings/Controls. Note: This is not final and will be improved.
    • You can now move with the D-Pad buttons by adjusting the Control settings.
    • Important: If you have the same input assigned to two different actions, you will need to change it manually, or that input will perform both actions simultaneously.
  • The boss has been improved and now has a health bar.
  • A low health indicator has been added for when the player's HP is low.
  • Some platforming scenarios have been improved.
  • The camera has been improved in some areas.
  • Some sound effects have been implemented.
  • Combat scenarios have been improved.
  • Mining crystals now take fewer hits.
  • Breakable rocks no longer respawn.
  • Walls where the player can wall jump are now painted with symbols, which are related to a later NPC.


Bug Fixes

  • We fixed various bugs that negatively impacted the player's experience. We cleaned up as much as we could, but there is still work to be done to reach our desired quality.


Soft Locks

  • In the Ruins of Tagelda, a bug causing players to get stuck between walls upon respawn has been fixed.


We hope you enjoy these improvements in the 1.6-alpha version of the demo!

Hotfix v0.1.3

[h2]Patch Notes - v0.1.3_alpha Hotfix[/h2]
Thank you for playing the demo! Your feedback was invaluable in helping us identify and fix various issues. Here’s what we've addressed in this small hotfix update:

Soft Locks
  • Mira's cutscene no longer prevents proper loading.
  • You will no longer get stuck after obtaining your projectile; there is now an infinite energy source in that room.
  • The "Eye Door" area has been modified. Some players got stuck due to a lack of Baraka (mana) for a projectile, so we replaced the door with a regular one.
  • Battle Arenas will no longer lock you in.


Tutorials
  • Updated the Gambri tutorial. You can now review the melodies you have learned.
  • Tutorial panels will now pop up after you acquire a new ability.
  • Note: We will continue to improve these tutorial panels in future updates.


Fixes
  • Battle Royale bugs where some enemies did not spawn have been fixed.
  • The boss shield hitbox bug has been fixed.
  • Camera issues in some areas have been resolved.
  • The bug where some enemies' hitboxes continued to hit the player after they died has been fixed.
  • Menu and title screen bugs have been fixed.
  • Mana costs for abilities have been adjusted.
  • Collision issues in some areas have been fixed.


Improvements
  • New cutscenes and dialogues have been added to better explain the story.
  • Light effects have been tweaked.
  • More visual indicators for save points have been added.
  • Increased the drop rate of crystals.
  • Inventory items have been improved.
  • Enemies and bosses have been balanced and improved.
  • You can now open a map menu when you reach the ruins.
  • NPCs can now talk!


Additionally, we have made various small visual and sound effect improvements.

We hope you enjoy these fixes as much as we enjoyed making this demo better.

The teams @ Little Knight Games & Assemble Entertainment

Steam Next Is Live!

Fellow Djinns,

Steam Next Fest is up and running - and we're part of it.



If you jump into the demo today, you'll notice that it's quite a new experience. It has just been updated so that you can play the latest demo version of Mira and the Legend of the Djinns.

We've been working hard the last few months to bring you a much more developed demo for today's Steam Next Fest. At the head and most notably, we made a full about-turn engine-wise. We switched from previously Pixel Game Maker MV to Godot Engine.

And we're super happy with that decision. The game feels so much better now, and we can't wait to hear your thoughts and feedback. To give you a water-level report, we'd say the demo resembles the Alpha Stage of Mira and the Legend of the Djinns' Godot version.

The demo is playable until you reach the Main City Hub; this includes the game's tutorial and first boss.

Please keep the feedback coming!

The teams @ Little Knight Games & Assemble Entertainment