Daily Report - 15/01/2024 (Patreon)
Content
A lot of planning
No SoE progress
The title is self-explanatory I guess, we didn’t get around to adding anything new apart from just performing a bunch of playtesting.
What’s next?
The goal for this week is to submit our demo build to Steam. The good news, we can technically do this with the current version of the game almost, and it wouldn’t be the worst possible demo out there (thanks to previous playtesting I would guess). But that doesn’t mean the demo would be perfect. Yesterday Thomas and I did a bunch of playtesting, and a whole bunch of both bugs as well as general things that weren’t feeling great yet were discovered.
The one big thing, that I’ve been preaching for a while is that our rooms currently don’t fit the game anymore, and need a full rework. I don’t know when I’ll be able to get to work on this however currently. Apart from that, the core game of combat (whilst sometimes wonky, see Gitlab issues), item pickups, and procedural generation are still solid. The pacing feels a bit off, but this is something we can only work on further once we’ve gotten those reworked rooms.
I think this is a pretty reachable goal, the 15-ish bugs/updates and reworking our existing rooms. This 2nd one will take a bit of time and monkeywork, but should pay out in the end. After the demo is live, we can once again get some initial feedback from our audience, and then focus on getting our Store page visuals updated again.
The elephant in the room of course is art, mainly in terms of enemy variety. While we’ve got good art for our world now, the enemies haven’t changed since the first version of the game, and definitely stick out a bit. If we want to tackle this before Next Fest, we need to send out an order for a new character this week, as it takes 2 weeks-ish from order to delivery with our current character artist (dependent on total sprites of course).
“Deadlines are not the enemy, they are the silent partner that pushes us perform”
Marnix Wyns
Producer & Creative Director @ BiteMe Games