Devlog 3


Hello, this is the third devlog on the development of our game.

We have added the first character sprites and basic animations (idle, run, jump, fall, wall-grab). The character finally looks and reads like an actual player instead of a box. We also implemented a functional wall-grab: hold toward a wall to cling, slide down slowly while holding, and perform a wall-jump that pushes away from the surface. The grab only engages when in the air and holding into the wall, so it feels intentional and not accidental.

What this does for the game

This update makes the gameplay and specially the game testing much more comfortable and readable. With sprites and animations, movement intent is clear and playtests give useful feedback about feel and timing. On the other hand, the wall-grab opens meaningful vertical play allowing us to test and enhance level design having verticality in mind. Also, put together with upcoming abilities, the player will be able to combine movement options  and actually use those combos to access new routes, solve traversal puzzles, and tackle encounters.

Roadmap of our next steps:

  • Finish coding the remaining core abilities and make their inputs consistent.

  • Coding their synergies.

  • Implementing a minimal inventory/equip UI (two shard slots, quick-swap, and a small synergy preview).

  • Design and build focused test chambers that require specific synergies to progress and offer alternative routes for creative combos.

  • Run iterative playtests to tune physics, animations, and UI feedback; collect quick metrics and adjust.

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