Devlog 9 (10/04/2025


Hello everyone,

It’s Michele again, the main engineer for the entire project. Ever since our last dev log we have had a major playtest. In this event play testers were able to play an updated version of the beta build we made a couple of weeks ago. The main updates we implemented were on all of the characters (the playable character and the bosses).

Most of the updates for the player were explained in the previous dev log by my teammate Justin. We made the transitions between the idle animations and each attack of the attack chain much smoother and snappier. But since the previous dev log we also increased the invincibility frames for the player when they get hit while also reducing the duration of the stagger animation. This was one of the main complaints in previous playtests and we finally had time to fix it. We also added a new feature that fully heals the player when they interact with a checkpoint, so that they don’t have to wait to heal after a combat encounter.

Regarding the bosses, the only ones that were changed were the 1st and 2nd bosses. The first boss had all of its attack animations improved so that the attacks are easier to identify, but harder to doge. The second boss received extra visual effects for players to better understand what the next attack is going to be. All of these changes were implemented because we want to make the bosses harder, but not unfair.

We have a full video play through of the build if you click on this link: https://www.youtube.com/watch?v=DX1cG8md4XM&t=6s&ab_channel=MicheleMarcheseAndreu

The next steps for our project will be, making the animations for the second phases of the 2nd and 3rd bosses and implementing them into the game via code. Alongside these major changes we will keep adding VFX to enemies and bosses for additional feedback, will add more decoration to the level and will do minor bug fixes.

Get Y0K.AI

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