Posted November 03, 2025 by AleBaena
#DemoDevLog
Hey everyone! đź‘‹
I’m Alejandro Baena, a solo game developer and the creator of Massbound.
This is my very first devlog — and honestly, it feels exciting (and a bit scary) to finally share the journey.
Massbound is a minimalist 2D puzzle game where you control a glowing square made of mass — literally.
Every move, shot, or interaction consumes part of your body, so every step matters.
If your mass reaches zero, you lose, and the level resets.
The whole idea came from a question I asked myself one night:
“What if every move in a puzzle game had a physical cost?”
From there, the concept grew naturally — small rooms, simple visuals, but deep planning behind each decision.
The gameplay is built around a single rule:
“Mass = life.”
Moving left or right drains mass, shooting drains more, and certain objects (like trampolines or switches) demand you to think carefully before acting.
You’re constantly balancing movement and efficiency — it’s not about speed, but about precision.
I wanted each puzzle to feel clean, readable, and “mathematical,” in a way — every solution should make you go “ah, that’s how it works!”
The aesthetic of Massbound follows a geometric and neon-minimalist approach.
Black backgrounds, sharp shapes, and a bright cyan cube that always stands out.
I love the contrast between darkness and that glowing blue — it makes the world feel silent but alive.
All art is done in Aseprite and Photoshop, and I’m keeping everything simple on purpose.
It’s not about textures or complexity — it’s about clarity and atmosphere.
Sound design is subtle. I’m experimenting with low-frequency hums, smooth synth clicks, and small bursts of feedback when you interact or lose mass.
The goal is to make every move feel like a consequence — light, but noticeable.
No epic soundtracks yet — I’m starting small, focusing on atmosphere first.
You’ll hear more once I finish building the level flow and pacing.
Right now, I’m polishing the first batch of levels and the core gameplay loop:
Saving and restarting logic
Visual feedback when you lose mass
Level transitions (Final Door system)
A clean UI that matches the minimalist vibe
I’m also collecting feedback from early testers — mostly about puzzle readability and difficulty balance.
Small details like platform timing or collider sizes make a huge difference in how the puzzles feel.
In the next weeks, I’ll be:
Adding new mechanics (like switches and moving platforms)
Balancing mass consumption per action
Designing later levels where you have to sacrifice mass strategically
Once the main set of puzzles is stable, I’ll upload a public demo here on Itch.io — so stay tuned!
This project is my way of mixing design, logic, and emotion.
It’s not about flashy effects or storylines — it’s about pure design clarity.
I want players to feel clever, calm, and challenged — like solving a beautiful equation.
Developing this solo is a learning journey.
If you’ve read this far: thank you for being part of it. 💙
I’ll keep sharing updates here — progress, prototypes, and maybe some failures too.
If you like what you see, you can:
Follow the project here on Itch.io
Add Massbound to your collections
Drop a comment or suggestion — I read them all!
Thanks again for being here for my first devlog.
I’ll see you in the next one, hopefully with some new mechanics and shiny blue cubes in motion.
— Alejandro