The End...? [Devlog 11]


Holy S@€t...

It's over...technically at least. This is probably the final devlog (at least in terms of actual game development) so... I guess let's start with this weeks tasks. It was hectic. It was tiring (with a lot of days working from 10am to 2am). It was..worth it? I mean the game is done, but I don't think I've had time to process it yet, still feeling a bit jaded. Anyways, more consistently, this week the entire team worked in development for long long hours. I'm not sure on how many things I touched, or how many things I did. We were basically just helping each other out with tasks and bugs and SO MANY MULTIPLAYER PROBLEMS. I also did a lot of level design. And the game is done. The game starts, it proceeds and it ends. And it even stores analytics (did that one monday, whilst writing the playtesting plan). Speaking of which, we kinda forgot to add the forms links to the playtesting plan so that was an oopsie on our part (here they are: https://forms.gle/PLzYMpYXihFUJbXb6https://forms.gle/PoxqnKdbY3bfQXGAA) . But taking into account everything going on I'd say that small slipups like that were to be expected.

We also had our first playtesting session wednesday, and are having our second tomorrow (friday). Players are so good at breaking games, that's just amazing. Luckily they were pretty easy fixes and a lot of them were fixable by adding some invisible walls from preventing players from just jumping off the map (we also added a safety plane that teleports the player back into the maze if htey fall out of bounds).

And I guess that's it. Sorry for the hectic post, but it perfectly complements the hectic week the team just powered through. Now it's time to prepare for the MOJO. H Y P E

See ya, and thanks for reading

- Diogo Silva

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