Well, let me share with you a draft plan for the teaser.
To be honest, it’s quite a complex process, and most likely, the number of posts will decrease in the coming weeks.
At the moment, I’m focusing a lot on puzzles and character development. I don’t know about you, but personally, I’ve always been annoyed by the lack of logic in games. I don’t like when actions are done just for the sake of it. Whenever I ask myself, "Why is the character/monster doing this?" I always want to have a clear and logical answer.
Slowly making progress toward creating our Steam page.
Here’s a not-so-final version of the header art, but even at this stage, I think it looks fantastic ❤️
I’m still working on the boss mechanics and attack patterns. Trying to figure out how to make the battle more dynamic and unique.
This week, I’ve also been dedicating much more time to increasing the project’s visibility. Your support truly motivates me to keep going and do more ❤️
Thank you so much for 100+ followers on rus channel ❤️
Weekly Highlights:
I’ve revisited my strategy and decided we won’t be meticulously perfecting every location right away. Instead, we’re shifting gears to prioritize creating a playable build, which we’ll gradually expand and polish over time.
Here’s a rough draft of the Steam header we’ve decided to use. I’m really hoping to capture the right emotion and make something truly stunning (anything less just won’t do).
On the technical side, I’ve already met my goals for the month and am now working on the boss logic. The boss promises to be incredibly exciting—both visually and technically 🙈
I didn't expect so many people to join the channel so quickly. Thank you so much for reaching out and showing interest in the project; it really lifts my spirits ❤️
I think it's time to share more details about the project since I've been receiving more questions lately.
About the Game:
We’re creating a 2D horror puzzle game where you’re stuck in a time loop—a loop where everyone dies.
Some key inspirations for the project include:
"House" for its incredible atmosphere and concept.
"Twelve Minutes", which has an amazing concept where death equals progress.
"Yuppie Psycho" for its sense of humor, narrative, and fantastic sound design.
If you haven’t played these masterpieces yet, I highly recommend giving them a try—they’re absolutely worth your time.
How You Can Help:
Unfortunately, we don’t need additional specialists for the project. Extra hands are only useful when they can be well-organized, and right now, I’m not able to manage that properly.
There are only three ways you can support us:
1. Stay active and motivate us to work even harder 💡
2. Recommend our project to your friends 🐥
3. Leave some stars under our posts (all funds will go towards advertising) 🌟
Finally, I want to let you know that I’ll aim to post updates twice a week, on Tuesdays and Fridays, and adopt a more casual devlog style instead of the planner format.
And as a small treat, here’s a sneak peek of an animation featuring a cake!
- Added a new death animation that varies based on the player's position.
- Added more decor to the bathroom.
- Started working on Emily’s (MC’s) bedroom.
- Next week, we'll start sketching the header for the Steam page.
Technical Progress:
- Integrated the hand mechanic into the project; the hand now grabs the player depending on their position.
- Developed a modular state machine for the boss (still need to complete attack and interaction logic).
- Cleaned up the project by removing unnecessary sprites and code.
Marketing:
- Created a Reddit account with 500 karma.
- Gradually started gathering feedback on the project and identifying an audience interested in our game.
- Began maintaining a list of streamers who might enjoy the game on a non-commercial basis.
Additional:
- Completed Steam verification, so I can now create the Steam page. Now, it’s all about good design and screenshots.
If you have any opportunity to mention us somewhere, please do! Feedback and building an audience are very important to us, both pre-release and after. 🐥