Little Devil — State of the Game: October 2025

This post was originally published on Steam on 1st October 2025.

Welcome to the first Little Devil October 2025 State of the Game update!

Hello everyone, Michael here.

Thank you all for checking out Little Devil, I am working my solo little butt off trying to get this game done and ready for you all! So, I wanted to start doing State of the games, monthly, so I can update you all on the progress. So, this will be my first one of those and obviously not all of you follow my social media’s etc so I will try and remember everything that has been done for this first post. The later ones should be shorter… maybe! xD

So, to make this easier/read better, I am going to put this into sections for you all! Without much further ado, here we go!

Player Character

We have Little Devil as our main player character. I have 2 other characters currently planned to be added, I will reveal those when I have done some art etc for them. Little Devil has all of his controls, health, art and animations done. He even has a little personality thrown in.

Level Generation/Rooms

So, in this game we have full procedural level generation working. We can generate any number of rooms and put in a mix of regular rooms, wide rooms and tall rooms. This helps to give more variance every time you play, there is currently a few rooms sketched out/made but I need to build a bunch more. This is something that should be fairly quick to do but it is a lower priority at the moment. When more enemies get designed/built I will make more rooms for the levels then.

As it stands, the level generation works and pairs up the doors to the other rooms perfectly, I haven’t found any bugs with that and I have been testing for a while.

As well as these regular rooms we also have other types of rooms already done and working. Namely puzzle rooms, start room, end room, Chest room and shops. I will advance the shop rooms a bit as at the moment it is just 3 items always in the shop but I will change that to be more random later.

Enemies

We have a full enemy behaviour system with A* pathfinding to allow the enemies to travel within the room without moving over traps of phasing through objects. We have a lot of behaviours coded but only a few of the enemies drawn, Fat Imp and Snout fiend are above but we do have a few more as well! I just need to get more enemies drawn and added to the list!

Pickups/Drops

We currently have a simple pickup/drop system. We have a few types of pickups though, we have coins, health potions, stackable, souls and one hit wonders. Now, some of that might not mean much so, lets go through what some of this means and what some of it is!

Stackables

Stackables are the primary weapon/ability for the player. These define what your primary bullet type is. There are multiple different types, exploding, homing, bouncing etc etc. There is a few of the icons above. The special thing about stackables is that each of them has 3 levels. So, if you pickup the same stackable twice, it upgrades its level, at the same time, if you pick up a different stackable you end up back at level 1 but with the new attack type. Choose wisely!

Also.. this game may be a little harsh BUT if you get hit, your stackable item will go down a level and eventually revert back to your default attack.

Souls Ability

Now, souls abilities are a secondary ability. These can be attacks, buffs etc but they cost souls to use. So, the examples here are a large damaging explosion attack and a shield. You don’t lose your souls attacks by being attacked but you need to kill enemies to gain souls allowing you to perform the attacks again!

One Hit Wonder

One Hit Wonder abilities are items that you pick up that are generally buffs, they will last until you get hit but are in constant play. So, we do have another shield here (and yes, you can have both of them in use and only one will lose health at a time. Thats been tested xD), there is also a speed buff here.

More One Hit Wonders and Souls abilities are planned and will be added! Are there any particular abilities you would like to see added?

Visual Effects

We have some visual effects that are made and added to this game already. We have a nice CRT effect which I will make togglable as well as lighting effects, blood splatters, poison effects, hit effects and many, many more already in play.

Bosses

For the moment we have one Boss, Gluttony, who is mostly finished. I was just testing him a bit yesterday and I just need to add a couple more attacks to his final stage, maybe some art to go with it. I have created a system that allows me to create completely different attack patterns and behaviours for more of the bosses, I just need to drawn them and put it all together!

As well as Gluttony above, I do have starts on some of the other bosses, namely Pride and Lust who look like so:

So, I just need to get them animated and put in, then all of the other bosses I have planned!

I am hoping that I haven’t forgotten anything but knowing me, I probably have.

I look forward to working more on this and bringing out more for you all to see, as well as getting a testing version out as soon as possible!

Feel free to check out any of my links on here: LinkTree Join the Discord, follow me on socials etc and have your input, ask your questions!

Have fun everyone!

~ Michael “MI Pixel” Armstrong-Ingram

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