Final Week, Vertical Slice


Much of our last week of development was spent polishing off the main mechanics for the game and reducing our scope in turn with the time we had left. Skipping some QOL additions such as a visual representation of what tiles of soil you can break for example. We spent time refining the layout we wished to use for the vertical slice and doing an art pass on the whiteboxed level. 

We implemented a simple combat system to add a layer of difficulty and depth to the game, having the player fight by firing dirt with their shovel. The enemies shoot projectiles at the player within a defined range. We spent some time doing internal playtesting to figure out what the right amount of enemies was to place in specific areas and how fast they should fire.

We had also implemented some UI elements such as an onscreen health GUI using a slider and world GUIs for the enemies' health bars. With our time pressure, we prioritised the stability of combat, movement and the ease of getting through the level.


Get Go Dig A Hole

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