Posted July 16, 2025 by JoAndNight
This is team Octogroup, here with our 8th devlog for Gimme a Hand! This devlog is special, not only because it’s our 8th (woah, octopus reference), but also because it’s showing the build we used in a playtest with some folks from Ubisoft Toronto. Our goals for this sprint were to tailor the User Experience to better fit our vision for the game; this includes making major level design updates, adding more player feedback for our main mechanics, and making our game look and sound great, to get players in the mood for some puzzles!
From our previous iteration, we’ve updated the entire level design! Keeping the same layout, some of the changes made to the current level can be seen below:
We’ve made significant improvements in refining the audio landscape, introducing both playful ambiance and narrative-driven cues that enrich the overall experience.
The start menu theme has been completely revamped to reflect the game’s core spirit: fun, lighthearted chaos. Our goal was to reduce tension and invite players into a non-competitive, joy-driven co-op experience. The track uses minimal but layered instrumentation, featuring:
This sets the tone not only musically but emotionally, where players are reminded from the start that this is a game meant to be enjoyed freely.
On-Land (2nd room) music has been updated as well. To contrast the silly on-screen antics with an elegant sonic atmosphere, we composed a track inspired by indoor liminal spaces, such as closed shopping malls and indoor amusement parks after hours. This track features:
This ironic juxtaposition with Tickles flopping around and the soothing elevator music creates an intentionally humorous dissonance. Along with the new music, we also added one key announcement that plays at the start of the on-land(2nd room) section: “Good evening, staff, it is now 10 pm. Guests have exited the premises, and we are officially closed for the night. As always, please ensure all security doors are locked, exhibit access points are sealed, and any throwable objects are removed from the enclosure. Thank you, and have a good night.”
Lastly, we’ve also added more variations to different sound effects to add realism and reduce the feeling of repetitiveness when spamming buttons.
Thank you for following the development of Gimme a Hand so far!