Posted June 01, 2025 by manuel_ito_1
Hi everyone!
In this devlog we are excited to share two updates in the development of our game: A implementation of a persistent ability system that keeps track of your progress across scenes and A BOSS LEVEL!!!!
As you already know, our goose doesn't star with all ailities unlocked. It has to actívate switches scattered across the levels to gain actions like jumping, moving left or right, or even double jumping :O.
However, until now, whenever the scene changed (like when entering a new level), the goose would forget everithing it had learned :/.
Well, not anymore!
We've implemented a system based on persistent tags that keeps track of which abilities the player has unlocked and ensures they stay active across scenes. This massively improves the gameplay experience - after all, the idea is not for abilities to only work within a single scene.
This system also allows us to:
We’re using a global tag system to make ability states persistent. When the player activates a switch, a tag like "can_move_left"
or "can_jump"
is added. Every time a new scene is loaded, we check for these tags to automatically enable the corresponding abilities.
We also added these tags to our visual debug log, so it's easy to check which abilities the player currently has active at any given time.
We knew our goose needed a bigger challenge… so we decided to create the first mini-boss level!
This stage brings together everything the player has learned so far—using abilities, activating switches in the correct order, and applying some clever thinking to complete the level.
Here are some ideas we're experimenting with:
The boss isn’t your classic melee enemy—it’s a duck wizard that attacks by throwing flaming eggs that bounce infinitely around the stage. 🔥🥚🧙♂️
The player, controlling the goose, must constantly dodge the eggs as they ricochet through the map.
The goal isn’t to defeat the boss directly, but to activate a special switch three times to bring him down.
To reach the switch, the goose has to navigate obstacles and avoid incoming attacks.
The switch appears randomly in different spots around the map, adding a dynamic element to the encounter.
Thank you for following the development of our project.
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