This week we continued with some casual playtesting and got more general feedback on the levels that we were testing and some insight on bugs. So far we have been giving players the tutorial area to play around in. One of their main points of feedback is to give them more space to experiment with the mechanics, so we are thinking of adding a few more levels in this sequence. The feedback is mostly positive except for bugs and small details. But we all know that details make or break a game. Here is footage from a test:
Willie has been super busy trying to fix the bugs as they come. One that has been exceptionally hard to fix is the player’s ability to wall jump. He has made a lot of “fixes for it in the past but somehow the players still find a way to do this. The good news is that, he has overhauled jumping in general which should fix issues such as wall jumping, jumping into friction, and in air movement. He has also been working on fine-tuning the player animations so they transition from one to another in a smooth way.
Nolan has spent the week creating more levels and sequencing our Magma world. We testing them internally this past weekend and they were conceptually tricky while not being focused on platforming, which is what we are going for! We will be moving forward to get some user feedback this week. Ari, Nolans’ music contact hasn’t been that good at communication so we will see if he has another song for us.
Hai and Benjamin have been making art this week. Benjamin made two additional tilesheets for the mineshaft and sewer worlds and created a simple transition to trigger when a player dies or they reset the level manually.

Hai created cat profile images for Knife (left) and Fridge (right) to be used on the menu instead of those orange cards and has been busy making our first cutscene.

As a group, we decided to scrap the “sedimentary rock” world because of time. We are still aiming to have about ten levels for each world including lab (tutorial), magma, mineshaft, and sewer.