Dev Log 3


This post contains a lot of screenshots of the level design from the game. As you can see, the park level is pretty small compared to the other two levels in the game, with each subsequent one getting larger and larger. I tried to design the levels so that as you get more and more Aura from fighting enemies, you had less and less places to replenish your Aura, meaning you'd have to more carefully select your skills and such to reflect that. I also tried to make it so that if you didn't fight a whole bunch of enemies, since you can skip most of them in the game (you only actually need to defeat the boss enemies to progress), you'd still be able to complete all the levels, even if it might take more time since you'd obviously have fewer stat increases from your skills. 

Tell me how you feel about the level designs and if I did a good enough job of balancing them at the Florida Poly Game Expo on December 4th!

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