Sondre Selsaas week 7
Ok, where to begin.
The previous weekend we all worked intensively to finish the game before the MOJO. For my part, I created some extra abilities so that we had some cards to display in the prototype. I made a shield and projectile collision ability as well as the double jump and speed increase movement cards. We also did some fine tuning on the damages and healths of the different entities to make the game more balanced. We worked intensively to remove small bugs and glitches so that the prototype would feel good. I added the instrumentation of a timer to check how long a player used to complete the different levels, this was mainly intended towards the boss fight to see if it was too easy or too difficult. In the start of the MOJO people were struggling a lot to finish the boss fight, so we then reduced the difficulty off the boss. Then players beat it too easy, so in the final version we went back to the defaults so that the player can't defeat the boss so easy. After the MOJO we have been working on the final report and the final delivery. I made the gameplay video, and we all worked on the reports together.
This will be my final post in this course, and I just want to say thanks, and GG WP. It has been very fun.
Files
Get Hanafuda Samurai
Hanafuda Samurai
Status | Prototype |
Authors | JohnFox191, aochilam, pedro_jpg14, Selsen |
Genre | Platformer |
Tags | 2D, Metroidvania, Pixel Art, Roguelike |
Languages | English |
More posts
- Pedro Pérez - Final DevlogJun 24, 2023
- João Raposo - week 19 JuneJun 23, 2023
- Chi Lam Ao - Devlog7Jun 23, 2023
- Sondre Selsaas week 6Jun 16, 2023
- Pedro Pérez - Devlog Week 6Jun 16, 2023
- João Raposo - week 12 JuneJun 16, 2023
- Chi Lam Ao - Devlog6Jun 16, 2023
- João Raposo - week 5 JuneJun 09, 2023
- Pedro Pérez - Devlog Week 5Jun 09, 2023
Leave a comment
Log in with itch.io to leave a comment.