-
Notifications
You must be signed in to change notification settings - Fork 0
Home
Peter Rust edited this page Aug 3, 2026
·
39 revisions
-
Fri: Core Mechanics
- finish dwarf-ifying (quick conversion of wall/door/floor to B&W pixel line art, zoom in more & fix aspect ratio, fix player hit box)
- time-travel (pressing "t" travels back in time & places you in a room near your past self)
- giant (boss)
- dealing damage to giant (by throwing slimes?)
- taking damage when giant hits you (dying triggers traveling back in time)
- screen shake
-
Sat: Content & Systems
- line-of-sight detection, take damage if past self sees you (shown w/ red line, but it looks too much like a laser)
- play-test core mechanics for 10min straight, if it's not fun yet, iterate until it is
- invite others to play-test the core mechanics
- when you time-travel, you should be placed in an adjacent room to your past self's start position (if possible)
- cone-shaped field of vision that is displayed & taken into account for line-of-sight
-
Sun morning until 5pm: Polish
- integrate Flamingo's art
- make slimes actual enemies that hurt you, that you have to hit
- different music for giants' lair
- sound effects for collecting, hit-and-miss, hit-and-not-miss, better hurt sound effect
- health bar for the giant
- random death messages
- past selves should disappear when they run out of history (unless they're dead)
-
Probably won't have time for these:
- main menu
- lore page
- knockback
- win condition?
- game over condition? (when there are no more "safe" rooms for placement?)
- particle effects?
-
Sun, 5pm: Playtesting
- Ensure players understand the controls (need hints on screen?)
- Ensure difficulty curve isn't too hard at the start
- Ensure core mechanic is prominent & not missed
-
Sun, 7pm: Build and Submit
- Test build on different machines
- Write itch.io page - screenshots, description, controls list
- Upload & verify submission works