Devlog 4


Remodeling Core Game Objectives

We are moving away from the physics-based puzzles that were introduced in the previous builds and allowing players to consume more parts of the environment to progress. Rather than having to precisely place objects, players must now eat their way to the goal. The new objective is to collect all the glowing orbs to complete the level.


New Dash Feature

The dash allows players to quickly dash towards some consumable objects in the level, for instance, crates. This feature allows players to dash over gaps and allows them to quickly traverse through long pathways in the levels.


Increasing Size

As the player accumulates more items, the mass and size of the player begin to increase, making the player slower when moving through the level. This creates an incentive for the player to puke items if they become too large and provides a visual cue indicating how many items have been consumed.

Playable Level

This level features 4 orbs that the player must collect to win. The player only really loses if they fall off the edge, but they are quickly moved to the start of the level where they can continue eating again. The way it's designed is that once you know the locations of the orbs, it doesn't take too long to get back your progress.


Assets

This week, our artists have continued developing new models and texturing existing models. Here's a few of the upcoming assets.

Challenges and Obstacles

  • Making the dash mechanic feel good to use.
  • Ensuring the level designs feel intuitive while providing enough options that there is some amount of replayability and some options to try to perform better.

Files

Spewscape_v_3_0.zip 41 MB
67 days ago
Playable_Level.mp4 206 MB
67 days ago

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