Dev Log #3


We've continued adding more detailing to our environments - including some enemy placement! 

A screenshot showing a small section of a temple, which includes a crab enemy.

In other levels, there was a focus on where to place the points where the character would be able to use the "bug mechanics" - unfortunately, there was a misunderstanding of what the main mechanic in the forest level would be, so this map has to be changed as it focused on the "clip through" mechanic rather than the "duplicate item" mechanic in a way that would hinder the player in their progress. 

A screenshot showing a gray-boxed level with bright purple areas to highlight mechanic use points.

A screenshot showing a gray-boxed level with bright purple areas to highlight mechanic use points


At this point, we were still wokring out some communication issues with our collaborators - primarily a mismatch in project expectations from our respective courses at the university. This slowed some of our progress on other game aspects, but we were able to meet in person rather than remotely/through text to work out where communication was breaking down and get on the same page.

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