Seventh Week update (Paulo)


This past week was our time to present the prototype at Mojo. It was a bit disappointing however. Our demo didn't quite turn out as we expected. Mostly due to some merge conflict problems with our code, and a rushed final sprint.

We had some trouble condensing the vison for our game down to a small demo and the game design suffered a bit from it. For example, having limited time to develop both the combat and puzzle solving scenarios, we had to merge it all into one, which made the puzzle quite frustrating, as it was hard to check the map whilst running away from the Monster.

Overall it wasn't up to par with what we wanted to achieve, but I am very proud of some elements in the prototype, mainly the story and dialogue, and the overall atmosphere of the village, which was a huge element of our game's core philosophy. The backrooms themselves, and the teleporting between them also worked quite well, even if the puzzle was very difficult.

The rest of the week, we've been hard at work writing the final report for the game. It's now time to analyse what worked and what didn't, and figure out what to do from here on out. It may be the end of the game's MDJ run, but there's still a lot to come from Castiria!

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