devlog1


My prototype for this game includes

-player movement (A/D, space jump)

-abilities binded to shift key (cling / dash / roll by form)

-taking a hit changes the form of the onion and gives it a new ability

-red traps that instantly kills the player when in contact

-level one map


Core loop of my game is

-you navigate a short level toward an exit door

-taking a hit peels a layer (on purpose or by mistake), swapping the onion’s form and changing your ability

-different parts of the map requires different abilities, you have to choose the right place to peel 

-reaching the exit unlocks the next level

So the prototype demonstrates the core loop by making the player think when they should change form. Should they touch the spike to use wall climb for the next part of the map, or should they keep the high jump ability. As for the feedbacks on the concept document, I think I would like to make around 80 percent of the level completed with certain part of the level since it is about planning and thinking about which ability to use when you try to complete the level. I also plan to have orbs that returns you to the previous form to create more complexity in higher levels. There are still some issues on the camera issue when the game is played on Itch.io and I still need to remake some asset because  it is blurry when I import them into Unity. I think it is because of the canvas size when I was making the assets.

For the next part I am going to start working on the tutorial level because during playtest I need to explain the mechanics to the player and I wanted to test out how clear my tutorial level can convey my mechanics to the player.

Files

Build.zip Play in browser
17 days ago

Get Layers of Freedom

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