Devtober Day 5


Now for this devlog, I am mostly going to be talking about last night since I didn't place my thoughts at that night in any devlog. Also because it's super important. Now I was designing the UI and thought "Wow! That's a lot of UI needed" and all of those were relevant and needed. I later decided to strip out the tired system and the healing system together with the super. I normally do not remove because I mean why? It will make the game even worse right. No, because I was thinking about the Subtraction thingy and obviously, I didn't want to overflow them with information. I already thought before designing a mechanic that would do all the things the old variables did. That is what I implemented. Taking inspiration from the consumables, I made the amount of inspects like that. Together with lowering down the health and allowing you to do a status check and something and the same time struck a balance. At least for me because at the first time, I actually won a battle (Yay)! Though that doesn't mean it is good. Unfortunately the status check wasn't spitting out the right information. Doesn't that mean it doesn't really utilize the status check. Well yeah, and that is why I might to change stuff (Yay?). I fixed up the bug and made the enemy have more health. Not sure if it did the trick or not so yeah. I am currently testing it and balancing out. For the time being, at least in my opinion, it was a real major day today.  Oh, and I also did something with the menu and added some narrative so enjoy :)

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Trauma 256 kB
Oct 06, 2021

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