Devlog: SUCCESSES AND FAILURES


Some of the successes of the game are that I feel like I really was able to fixate on the 3 emotions we were meant to convey through our level designs. My main 3 emotions were meant to be Calm, as the player was collecting the collectables, Fear, due to the fact they were being chased... and then Gun, which was bravery or heat due to the fact that you're going up against a boss. It's also a success due to the fact that it shows multiple systems within the span of a small amount of time.

Some of the failures, however, range on the fact that the score system and the final score screen don't show anything or really do anything for the player in general- the game, for the most part, is silent- there's a noticeable jump in the narrative once you get to the house at the end of the map, and, most importantly, the game feels incomplete.

If anything, for the future, I do plan on working out most of these kinks, adding the more fundamental parts of the game to it, like an importance to the score function and collecting the moonstones, and smoothing it all out. 

What have I learned? For the most part, I've learned that changing scenes and having interactable pieces is a bit difficult, especially if it's going to be throughout multiple levels- but I've also come to learn about the Universal 2D lights plugin which is VERY nifty and great to use. More importantly, I've learnt how to add a bit of animation to the game as well, as most of the time, my projects seem very stiff and unlively, this one was able to show off a bit more air to it. 

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