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Devlogs

Devlog # 2

Muse Demo
A downloadable game

Jan 27, 2026


I’m definitely starting to feel the heat this week. In my initial timeline draft, I had hoped to be done with the character movement by the end of January, but I’ve had a difficult time overcoming some of the challenges I’ve run into.


I’ve encountered a few unexpected roadblocks. The first one I encountered was a significant bug in my camera system. I have a lock-on camera mechanic a-la Zelda in my game, but I discovered that a part of the camera system crashes the game if the target, i.e. the enemy is destroyed. I was eventually able to solve the issue by the end of last week, but I ended up having to refactor a large part of my camera system and it took up a lot of time.


The next roadblock, which I am presently working through, is dealing with some of the small quirks of the movement system I’ve already implemented. For instance, when the player is up against a small ledge, they may want to jump onto it, but due to the way velocity is transferred to the jumping state, jumping onto the ledge is presently impossible. I have tried a few solutions but I haven’t had much success so far.


On top of that, I have discovered that some change I’ve made has caused a significant drop in framerate. While working on the game today I was dealing with an extremely disruptive stutter and at the time of writing this devlog, I have no idea what could be causing it.


It’s been a challenging week, and I’ve found myself doubting if I’ve made the right choice in trying to develop a game rather than do an art project. But I also know that I can’t let an obstacle like this get the best of me. 


It may be worth it to pivot to a different task in order to keep the momentum going, but at the moment I haven’t decided what exactly that should be. Bringing my own character model and animations into Godot is probably a good next step.

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