Proof Yourself - 4/13/20


What's New

  • New Player Sprite: We update the character sprite! With this update we hope to bring a level of fidelity to our game yet seen. Let us know what you think of the design. As with everything here, it's a work in progress so your input is always valuable!

  • Camera Adjustments: For a while now, we've been receiving feedback that reflects players frustrations when playing as the professor. More specifically, because of the way the camera follows the player, it's hard for the professor to use items with any sort of accuracy whatsoever. To this end, we adjusted the way the camera tracks the player.

  • Health Bar Change: We switched to using a more traditional health bar design. We heard from a few play testers that the brains as lives concept seemed a little confusing and arbitrary, so we ditched it! Let us know what you think of the new design (also check out those boss health

  • More Boss Fight Updates: The bosses have gotten harder and cooler to boot! Euclid and Turing both got animation and attack updates. We did this in an effort to juice up what had been otherwise pretty static fights. This, of course, runs the risk of over complicating the fight and making it too difficult, but we'll leave that up to you to decide for next week.

  • Falling Checkpoints: Prior to this update, falling placed the player at a predetermined checkpoint in the room. Now, we place the player on the most recent, safe floor tile they traversed. We did this in an effort to curb confusion and frustration with falling off. We found this tweak made the game feel much faster, so we hope you do as well!

Looking Forward

  • Level Juice: We're pretty satisfied as it stands with how much content is in each level, but what we could stand to improve is the quantity of aesthetically pleasing objects in each scene. It follows that one of our goals for next week will be to juice up our levels so they feel more fleshed out and connected to the student/professor/school theme.
  • Game Option Availability: We didn't get around to it last week, so we're going to see if we can this coming one. We still lack any way for the players to either pause or select particular levels to play. While we don't necessarily think this functionality is critical, we do think that this will add a level of replay-ability to our game that might otherwise be lacking.

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