Status Update 8/18/23


Hi, all!

No new patch yet, this is a general update to let you all know what I'm working on right now for the game. 

In building out the third level I wanted to introduce a few new mechanics to the enemies. Specifically, timed instantiation and a more robust patrol => follow => attack behavior. While putting these concepts together, I took a look back on the behavior of the previous enemies and decided to work on refining their actions while also smoothing out the laddering of their difficulty as you encounter them. 

Instead of many of the early enemies having the same behavior (which was, for the purposes of speeding through LudumDare, to wait in an area and then start to follow the player once a distance threshold was crossed), they now have separate behaviors that will build off of each other as you advance through the game. Basic design stuff, really, but the feel is much better overall and it's been fun balancing them.

Below, you can get a glimpse of some of the new behaviors I've been working on and a hint at the some of the level design to come.


I've also been working on adding more variation to the art assets, in terms of both the enemies, the environment, and the player itself. Many of the assets cranked out for the purposes of the game jam are being reimagined, and this is especially true for the larger battery bot. I won't be going wild with the redesigns--I'm fond of the current aesthetic--but a little added detail and variety is nice. 

I hope to provide more updates soon!

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