This Week on Proto Blast #79
Hello, everyone! :)
In the previous week's
entry, I mentioned to expect more details on the other project I'm working on the next entry, but since the it turned out to be almost ready this week, I think it is better to publish it first and then post the documentation of its development process afterwards. So, here's it for this next entry, another weekly recap of Proto Blast development.
I don't have many to say since things are actually kinda the same as the previous week, though. I did more play-tests to check the game balance and work on bug fixes if I notice any.
Sketching More Backgrounds~
It looks like there is still a chance for an enemy that's gone missing (went outside of the reachable scene) in the fourth level, it is the new-type one (new as in starting to appear in this level), but I haven't been able to pinpoint which one went missing. On the next play-test all were there, though. Other than that, overall, this level seems to run nicely. With more complex enemies around, I'd say it is challenging in a fun way.
I also continued working on the story/conversation assets. But, I think that's all I can tell for this week's recap. It is annoying that my body's acting strange since this afternoon, so I failed to work on it FULL FORCE today. Okay, stay tuned for next week's recap :)
05 Feb 2017, 23:56 UTC+07
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