Devlogs
Week 2 - Bug Fixing
I'd like to say a big thank you to Edison, Trevor, Michelle and Matt who helped do some testing and gave some great feedback.
I spent last weekend and this week adjusting the game based on it.
Updates:
- Changed the way the rabbit hopped and also added a jump button so you can jump over enemies and traps.
- Moved the rescued rabbits close to the player at the Level Select screen so it is clearer you should talk to them.
- Redesigned the game so instead of having a countdown, all you need to do is collect the Red Moon and collect the trapped rabbit.
- Redesigned levels so that you can't get easily trapped in a dead-end.
- Added a red pulse to indicate the closer you get to a red moon or another rabbit to rescue.
- Added story engravings to levels to make each level a bit more engaging.
- Changed enemy behaviour to only appear once you are in their immediate area, if not, you'll only hear their footsteps.
- Trap enemies added.
- Special orbs added that make walls visible for 30 seconds.
- General UI fixes.
Funny bugs that needed to be fixed:
- The rabbit's speed was set too high and it was like a little driving game.
- Near the end of the game, the player would get too powerful and could jump over walls.