Game Dev Log 16.07.25 (Patreon)
Content
Greetings, members! I am WhiteDew AutumnFrost, you can just call me Whitedew~ And now I am planning to develop my game project .
And now I am planning to develop my game project .To restart it, I have something else to do besides receiving the commissions
And if you have anything want to communicate with, join my discord server~
Ah~~if you want to be licked by Schbatruien's soft tongue, you may wait for my finishing this CG.
“Dodge the Attack” Mini-Game
I'd like to introduce one of the gameplay mechanics we’ve previously finalized. It’s a classic—and fun—feature: the “Dodge the Attack” mini-game.
Recently, I revisited and enhanced the assets I drew over the past two years. This includes more animations, interactive map elements, and new character movements.
(As you can see, you’re currently still smaller than her fingertip!)
This mini-game is a sub-mechanic, embedded within the main game—it is not the core gameplay. However, it’s the first mini-game I developed, and I found it enjoyable enough to share.
Core Objective
Goal: Reach the designated endpoint on the map before the countdown timer ends.
Challenge: Avoid getting hit—this is the heart of the mini-game.
Map Types and Attack Styles
I’ve classified maps into two categories:
On the tabletop
The Giantess Schbatruien attacks by pinching you with her fingers, as though you were a tiny insect.
On the floor
She stomps on you with her foot, and this attack will be more challengeable
The map I’m showcasing will be the very first one players encounter.
It might look empty and easy at first glance—but don’t be overconfident. I’ll fill the map with randomly generated obstacles and traps to ensure unique experiences every playthrough.
Procedural Map Design
To keep gameplay fresh, props, obstacles, and traps will be randomly distributed each time the game loads a map like this. I plan to create several variations of these maps to maintain variety and replay value.
And how to make it randomly?It is a good question~ I will show it on the demo vedio.
Attack Animations
Shown below are some of Schbatruien’s hand-attack animations. I’ll share her foot-stomp animations in a future dev log
[Insert Hand-Attack Demo Images Here]
Her fingertip crush
Her fist crush~(the s[eed has been slow down
Palm~!
Adaptive Difficulty
The game will feature dynamic difficulty adjustments:
in the game you can interact with her at normal size, which will affect her mood
And Schbatruien’s behavior changes based on her mood and your interaction with her. If you provoke her, don’t expect mercy—her attacks will become much more aggressive~
Item Mechanics
To balance the gameplay, I’ll also introduce in-map items—these will help players avoid or survive attacks and will mitigate difficulty spikes.
So what will be the next?
In the next Dev Log, I’ll dive deeper into the mechanics and present new assets I’ve completed. Stay tuned!