Version 1.2: Shaft, Damn Right!
I basically had a nice rounded entry, but I still had some extra time to add to it.
I hummed and herred on it for a while.
Developing the attack wing would mean having to develop enemies, add attack abilities, and test combat etc. I had ideas, but it didn't seem doable in the time-frame. Plus I suspected the risk of breaking the build was higher down that path. Perhaps a scripted Boss would have been safter, but again, timeframe felt too narrow.
The hang room actually felt pretty finished as was. I could do a bigger more spread out version of it, and it might even be paced better. But it wouldn't really be adding anything.
I decided story and gameplay wise, it made the most sense to actually let the players exit the mine shaft the character fell down.
This did mean cutting the Credit Roll ending where I got to show off some of the parallax background elements I made, which was a shame since it felt like a nice capper. But the character leaving to the right was never meant to be canon since they were underground.
For whatever reason, I landed on the idea of implementing a pully system, where you could move weights by hanging from ropes. I think hanging to affect the environment, and having parts in motion just felt like a good development of the core traversal gameplay.
Just too some tweaking of pre-existing objects, some extra sprite art, and a couple of new sound effects. It did cause some issues with the build (perhaps just revealing some lingering ones from previous builds), but I think they've been ironed out. If not, I'll find out soon I guess.
Another aborted idea was creating some snazzy custom art for the ending. I quite like this rough of Misty's house. Whether I thought my time was better spent on the gameplay, or I went a bit ham with the detail and couldn't be arsed to draw it all neatly, I didn't follow through.
However, one thing I did add was Ending Stats.
When I moved the Credits to a Visual Novel format at the end of the game, and along with some new music I stumbled into making, I added global trackers for all the abilities, playtime, collectables ect. and print them out for the player. Seemed like a neat thing to add.
That could be the final Jam update.
Though there is still the 24 hour over-draft to go.
So who knows? Maybe 1.3 is on the way next...
Files
Get Little Ghost: HTD (Prologue)
Little Ghost: HTD (Prologue)
Submission to Metroidvania Jam
Status | In development |
Author | JD Nation |
Genre | Platformer |
More posts
- Final Pre-Jam UpdateSep 17, 2023
- Dev Log DumpSep 11, 2023
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