Devlog #5: Alpha build


This week was about getting the game ready for the Alpha build. We focused on adding  controller support, polishing Level 1 and creating Level 2.    

Controller support 

Previously, the game was only playable with a mouse and keyboard. Our goal was to add support for controllers. The controls can be found in the controls tab of the main menu. 

 

Level 2 

We designed Level 2. The intention was to introduce new mechanics not seen in Level 1, and to allow players to use mechanics previously seen in Level 1.  

Phase 1: Slip through the cracks 

This phase of the level has cracks in the terrain that the player needs to enter the mist form to pass through. Players may need to move blocks to cast a shadow on the cracked terrain, which is a previously learned mechanic.  

 

Phase 2: Flow through your shadows 

This puzzle features moving shadows that the player needs to use to climb walls and reach platforms to get to the next phase. Timing is important to this phase, as players will only be able to scale the walls and reach the platform when the shadow covers the area next to the platform. The shadow will only cover the area for a short amount of time, so players will need to time their movements, otherwise they will need to wait for the next shadow.

 

   

Phase 3: Lighten up your path 

Phase 3 of the level introduces spotlights, another type of environmental manipulation. Spotlights can be moved in a similar fashion to blocks, which gives players the agency to cast light on areas they see fit, or to remove light to allow the mist to move through.  

 

Phase 4: Hide within the shadows 

This phase introduces enemies. Enemies patrol within a predefined range and force the player to reset upon contact. They only chase the player in Nirvana(light) form, which forces the player to go into mist form to avoid being chased. This adds additional complexity because players can only stay in mist form for a certain amount of time before the level resets, meaning that players will need to manage their forms carefully.  

 

After completing level 2, players will have gained more experience with the foundational mechanics and been introduced to spotlights and enemies.  

Checkpoints 

When players are killed, either by an enemy or spent too long in the shadows, they will be reset to the nearest checkpoint reached. Currently, manually resetting sends players to the start, which we will look to change in a future update.  

In progress: ultrahand

We are working on adding an ultra hand that allows players to interact with objects in a certain range. We intend to flesh out this feature in a future update.  

UX enhancements 

We have added animations to the Nirvana form, and additional sound effects to enhance the user experience.  

Previous prompts in level 1 explain how players interact with objects and now display the corresponding controller button.  

Players can return to the menu during gameplay. 

Next steps 

  • Finish level 3  
  • Only display controls for the controller that the player is using 
  • Reset level goes to the checkpoint  
  • Fix player going through walls 

Final thoughts 

This week was about designing and implementing a level 2 that builds on the core mechanics and polishing levels for the alpha build. Once the final levels is complete, we will be able to move on to refining the game.  

Get Truth and Shadows

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