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Peter Rust edited this page Aug 3, 2026 · 39 revisions

Schedule / Roadmap

  • 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

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