Posted December 01, 2025 by Little Hex Studio
#devlog #indie games #indie devs #2person team #small team #little hex studio #send help
Timewright’s Tower
Welcome to the first episode of “Two people building a game and discovering 18 new bugs every time the character jumps.”
This devlog covers everything from animation chaos to movement upgrades to sound effects that only work in… some scenes. Progress!
We added animations for:
Idle
Walk
Jump
Crouch
They are still crunchy. They are still questionable.
But the Timewright now scuttles around with the confidence of someone who absolutely did not test transitions before pushing to Unity.
We consider this emotional progress.
The parallax system is implemented, but the art is about as seamless as ripped jeans after a Thanksgiving meal.
Visible tears, snapping during resets, and a general “did the universe crack?” vibe.
This is not a code problem.
This is an art-gremlin problem.
We’ll fix it… eventually. Probably.
We added early SFX to stop the game from feeling like a silent film.
Examples:
Movement: jump, run, slide, dash
UI: hover, click, escape menu, sliders going wheeeee
0.1 had:
Walk + Jump.
That’s it. The Timewright basically had the cardio capacity of a potato.
For 0.2, Wizzy went feral.
Sprint (Shift)
Dash (Q)
Crouch (CTRL)
Slide (Sprint + Crouch)
Double Jump (in code, not activated yet)
Power Slide (also chilling in the code waiting for its moment)
Does all of this work perfectly?
Absolutely not.
But wow does it feel cool when it does.
The title → game → clocktower → title flow is…
better-ish.
It no longer feels like the screen is having an existential breakdown,
but also, it’s definitely not polished.
“We’re doing it a little at a time until we know what the heck these levels even are” — Wizzy, 2025
Wizzy also did:
Optimization
Code cleanup
Future-proofing things players won’t see
This makes life easier for us later,
even if the player still clips through space and time 40% of the time.
Inventory system
Equippable items
Abilities
Possibly even functionality that works on the first try (unconfirmed)
The new echo-portal loading screen is gorgeous.
Does it work 100%?
👀
It loads… sometimes cutting off the SFX.
But hey — it LOOKS cool.
Here are the “fun” quirks this version brings:
Sometimes it works.
Sometimes it says “no ❤️.”
Sometimes it sends you into interdimensional zero-G limbo.
You like that sound effect?
Too bad — loading screen says silence.
Frames lock until timeline assets finish loading.
It’s like a dramatic pause… but unintentional.
Because why save your preferences when we can gaslight you?
You jump → you move → Unity decides “ah yes… walking in midair.”
Perfect. Beautiful. Never change.
Seamless backgrounds that don’t tear reality
Smoother transitions
Inventory system
More SFX
More animations
And us crying into our keyboards (recurring)