Devlog #3 – Preparing the 1st demo
13/04/2025
The demo
This week we had to have something to show the class for our game. So we focused on haveing a really small demo of the hestetic we are going for and re-explain our game concept.
The demo we made consist of a small level that start like a nice, welcoming old platformer game but suddenly the nice blue sky turns into a dark sky and a giant monster appears. Doing that and testing on the meta quest 3s took a lot of time so we couldn’t do much else.
The feedback we got from the class and seeing the other projects make us realize that we need to focus on defining more precisely the game mechanics and add stuff to do in the game. We also need to work on the art style and the level design.
Video of our 1st demo (yes the monster just goes forward and can go through objects we made this demo quite quicly)
What do we plan to do next?
On sunday, we had a meeting to define more precisely what we want to do to improve our game and incorporate the feedback we got. The biggest point was that we all had slightly different ideas of what the game should be and what mechanics we should have (so the game is not just a walking simulator). Here is a few ideas of game mechanics we discussed:
- Small enemies: We want to add small enemies that the player can fight. We think that the player should be able to fight the small enemies and escape the big monster.
- Hiding spots: The large monster will be patrolling the level and start chasing the player when he sees him. The player will be able to hide in small spots to escape the monster. As our first level for the game is inspired by old 2D platformers, we will play with the move from 2D to 3D to add hiding spots.
- Small puzzles: We want to add small puzzles that the player has to solve under pressure to progress in the game (Like a locked door that the player has to open while the monster is chasing him).
- Breaking blocks: As we have a block breaking mechanic in our game, we can use that to add some puzzles. For example, the player can break a block to create a path to escape the monster or to hide from it, or break blocks to collect items.