devlog #3 (07.01.2023) - Ariadne's Buff


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Happy new year!

In this update, I made the maze bigger and got rid of the levels. The challenge now is to finish it as fast as possible. I also added a mechanic that one of my friends suggested me a little while ago: teleportation! This is how it works: if you press X, you will save (or delete) the current spot where you're standing. If you press Z, you will teleport to the last spot you saved. Pretty straightforward. The idea is that you're using Ariadne's thread to backtrack instantly, adding a sort of magical element to it. The thread is central to the myth, so I wanted to give it more importance in my game, and I also figured this'll make it easier to backtrack without wasting too much time in the bigger maze.


Also, I have officially decided that it's cool for me to have life updates here. It felt a bit weird the first few times but I figured only like 2 people read these anyway haha. Plus I've tried to pick up journaling like a million times in the past and I keep abandoning it every time so... maybe this could be a good alternative? Anyway, the life update is that I was invited to interview at one of the places I've applied to! Yay! It's a gameplay programming job at an indie game company and their project looks pretty promising, so I'm excited. Fingers crossed!


As usual, let me know in the comments what you think of the new changes and what you'd like to see different in the next one. Below is a video of the current gameplay. See you soon!

Hatim B


EDIT: Just realized the video doesn't have sound x_x... I don't really feel like recording a new one now but I haven't changed any sound since the last update so feel free to go to the previous devlog and watch the video if you wanna hear what the game sounded like at this point.


Comments

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Happy to hear abt ur interview!! :))

Last time I played the game I played it on mobile, which reminded me that pico-8 has that in-built pause menu from which you can reboot the cart... and since the map is so much larger and feels so much more RNG dependent, that time and this time I ended up rebooting the cart till I got a map that I was actually able to read or that didn't instantly send me to the top left corner with no other option, or that just didn't seem horrible overall...

Maybe it's time to ditch the randomness? Maybe it's also time to not make it a game about rushing..? I constantly die in ways that feel unfair because I'm rushing ahaha. Both because of the timer and because of the candle running out. A premade map could have more specific challenges that make the playthrough a bit more... idk what. More spooky less gamey?