Finding Our Way


Compass

I've recently gotten more eyes on the project than I'm used to and.. with more eyes comes more problems!


Originally, when it came to navigation, I wanted a diagetic approach to guiding players. Instead of having a massive arrow, compass, or minimap, players would need to find their way through camera hints, trails, and other small indicators.

During my personal testing and closed playtest sessions, people rarely got lost. But the one thing I failed to account for was that our playtesters were already experienced in this type of game. Getting more casual players revealed that they often got lost, particularly in the village level.

So I decided to bite the bullet and abandon some of the diagetic'ness for the good ol' arrow indicator.


I was really against putting this in initially, but it doesn't feel that bad during regular play. I'll most likely add an option to toggle/bring it up as well. I'm pretty happy with the result.

Visibility

Another point of contention that I had somewhat of an idea was the projectile visibility. 

Projectile visibility, especially in the village level, was quite poor. Some of my QA and myself thought that it would be fine as it's technically "realistic" due to the fog. But after seeing more people play and complain about it, I realized the core goal of games was gameplay.

So I decided to improve the visibility by excluding it from the screen space post-processing fog.

Before

After

Miscellaneous

  • Fixed some typos
  • Misc random bug fixes
  • Fixed the ability to wear car as a hat, Picture:

(Thank you to Iori for the photo of her laptop...)


  • Special thanks to Nakian, Iori, and Kir for playtesting and giving invaluable feedback!

What's Next?

Difficulty

Apparently the difficulty has been quite high for more casual players. I'm going to be working on adding an "easy-mode". I was told my games was akin to "Dark Souls" which is most definitely NOT what I had in mind!

Relic Tutorial

Despite me re-working the wording of the relic tutorial several times, it seems that most new players don't understand the chain-stun mechanic.

(Stun->Shoot stunned enemy->Instantly stun again->Shoot new stunned enemy->Instantly stun again->repeat ad nauseum)

I'm going to be reworking it so that it's clearer to players on HOW exactly it works, as chain-stun is something you need to master for the last level.


Thank you for everyone who has bought, played, and given feedback on the game! It's really been fun so far, keep it coming and I'll keep updating!

Files

leshy-prelude-windows.zip 456 MB
Version 15 Aug 10, 2024
leshy-prelude-linux.zip 512 MB
Version 9 Aug 10, 2024

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