Final week


This devlog will not be as cleanly divided as the rest. This week the team was focused on polishing the game and adding a lot of small features rather than big steps in each direction. There was, however, one big addition to the game: the reimagined level. The new level was built by a different team member and focused much more on structural functionality. The first thing that was constructed was the diagram for the outside area as a whole that shows how each building connects to each other and why they are all important.


Then, each of the buildings was planned out individually, with the role in the overall level in mind. For example:


Then each building was blocked out, and the intended functionality tested. After that, all of the buildings were furnished (to an extent) and intended resources were put into them. The last step was creating the tutorial level. To integrate it into the current project as naturally as possible, it was decided to simply put it under the main level and to have the player find their way out. The feedback from the tutorial was taken into account and some changes were made to the design. Those would include: text tutorials to explain key binds, explanation of wall jumping, less distracting offshoots, usage of vents instead of ladders, and explanation of vent push strength.



Each of the buildings has a purpose (or multiple) and allows the player to explore it freely but in a pre-determined order. The tutorial needs to be cleared first, then the player is free to go anywhere, however, they immediately are shown the building D (which has a secret room from the concept idea).


Building D has no entries on the first floor, however, the first floor is made of glass and is illuminated so the player can clearly see it. It is also filled with useful (and shiny) stuff that the player will want to get to. If the player looks around, they should notice that they can get into the building through the giant hole on the third floor and the could possibly get there by jumping off of building C. The goal then becomes to get into building C and the player explores the level in the process of getting there, having multiple choices of where to go, but always having a clear idea of where they need to get to and a clear indication of if they are getting closer on the chosen path or not. Once the player gets into building D, all paths are open to them with the things and knowledge they have acquired and the game is practically finished.

This design is what the team originally had in mind, however, even though it allows the player a full experience of the game in its current state, it is a vertical slice rather than an Alpha/Beta. For the game to be considered either of those the game would require the level to be much bigger, with multiple correct paths and enclosed systems of buildings, and more items. For the time being, the vertical slice will suffice.

The other additions to the game include:

  • An IQ representation on the UI, which will both serve the player as a reminder of how much IQ they have, and how much they need to gain, as well as reward the player with a silly image for every new level of intelligence they achieve.



  • A death screen

  • A tease for how many recipes are unlocked on each level

  • Sound, and other smaller features

For the remaining two days the team will try to make the game more visually appealing and add even more sounds and minor bug fixes.

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