Ending Cutscene and Decorating Levels(Devlog#44)


Ending Cutscene

With the game coming to a close I finally got around to producing the final cutscene. Similar to how I did the opening cutscene, it's all done inside Unity with the Animator. It proved the most flexible way for me to do it.

I'm trying to not put too much emphasis on the narrative. I tend to add more than it's necessary. The reality is that producing a narrative takes a lot of time and costs a lot. As a solo developer, I have to be mindful of how I spend my time and effort.

Playtesting

Similar to last month I keep playtesting the game. This month I focused more on adjusting the challenges at each level. I replayed the levels on the forest and castle area making sure that the challenges were fun to accomplish.


Some of them were impossible or too easy. For the most part, I want most challenges to be a bit more on the difficult side. It's intended for players seeking more difficulty.

Decoration Assets

With the level balance closing, I'm trying to improve the visuals of the game. A lot of the levels look a bit bland and empty. I'm working to add more decoration assets.

It's fun to do, but it takes a bit of trial and error to see what type of decoration fits but it's well worth it. I'm not 100% happy but I think it has improved on how it looked before. 

Closing

It was a bit of a slow month for me. I think I have been used to doing more tasks and the fact that now it is "just" playtesting, I have been a bit slow. But my motto is "make the game better". As long as I keep following that, I am good.

The plan for August, there is more playtesting and I'm going to start adding the Steam Achievements. Hopefully, more art assets should be added to make the game even better.

Once again, if you like Yurei or know someone who may like it, wishlist it on Steam. It helps a lot with the project.

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Thanks for reading all the way. Keep an eye out on Twitter @brightflask.

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