Devlog #10: Improving my game after a jam


While I was making Fred is right about everything for the 109 dollar adventure game challenge, I found out there are some serious bugs that make rooms somewhat hard to play. As Fred is right about everything was built with my personal PixelParody engine, that would mean that this main engine could use a steady batch of fixes.

I will link both in the description.

After getting feedback on people playing my game I came up with a list of things:

  1. When cutscenes are shown, the character should not be interactable when somebody accidently clicks to a walking location in the room. This ruins the immersion for player and can cause issues
  2. Objectitems should not removed entirely, but hidden in the case that a item does not show up when you hover over it. This happens when you hide an item behind a door. When it is closed the door should be active, when the door is open, the item that you found should be clickable and the door should not.
  3. There should be a tiny delay when the playable character breaks the fourth wall. Often it is the case that there is no lipsync animation in all directions (lazy graphical artist). It looks jumpy and breaks the immersion.
  4. When invisible characters are near another clickable objectitem, the hitbox overlaps the inventory too, making the hit detection disaligned with what is expected.
  5. Players should get accustomed to how the interface works with inventory, objects and puzzles. When it is totally frictionless it will be enjoyable to play. So the plan is to introduce a nice retro datacentre as the first room to play. During the datacenter there will be overlays explaining the best way to use the hud, the inventory overlay and the dialogs. Especially the inventory to character will use the dialog as a funny way to describe items in your inventory or to interact with them.

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