Devlog 6 - 30/5/25 (Final Devlog)


Micah

This week was focused on getting the game to the point it was completely bug-free, playable with no issues from start to finish and has the final touches to make it at least a bit more enjoyable.

A primary bug that needed fixing was one that occurred when the player would land on the moving platforms. The platform would continue to move but the player wouldn't inherit that movement, making traversing them without falling extremely difficult. I worked on the relevant scripts in order to fix this and the player now moves with the platform.


I also added a new attack to the clocktower and removed the buggy special attack. The clock tower now fires a disk-shaped projectile every 5 seconds that the player can either dodge or jump over. This attack deals half the amount of damage the clock tower's close range attack deals. This new feature in the boss fight has adequately increased the battle's difficulty as requested, and added some variety to the fight.


After making these major improvements to the game, I turned my attention solely to the platforming section. I realised it can be a bit difficult to focus on exactly where to jump to with the platform being so slim, so I made them into towers. This improves the visual aspect of the platforming massively.



Fabian

This week for me was all about getting the game to a fully playable point with as many enjoyable features as possible, this included further tweaking of the platforming along with adding in post processing and modifying the ui.

Tweaks to the platforming included allowing the player to dash while in mid air in order to add a more frantic high risk high reward element to it. This changed from the player needing to be grounded while dashing which was the original idea. Changing this feature unlocks the players freedom of different ways to tackle the platforming area with the aim of increasing fun and speed of which players can complete the levels.  I also made it so that the stamina ui is not shown during the platforming section.

Jump Dash


Removed stamina bar

To further incentivise players going faster in the platforming I also added a time tracker which keeps track of how  fast they maneuvered it, along with a fastest time which gives the player a way to compete with themselves. The time is stopped once the player switches to 3D mode.

Time tracker

The 3D mode now features post-processing effects designed to create a darker, more intense atmosphere for the upcoming boss battle. A  red-tinged filter, along with a grainy texture, has been applied to heighten the mood and establish a sense of tension. These adjustments aim to make the encounter feel more dramatic and immersive, reinforcing the shift in tone from platforming to combat.

Post processing in 3D mode


Files

TowerofGoioing.zip Play in browser
30 days ago

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