Grace period updates


[Following updates are after submission of HoloJam 6, during the grace period.]

[Update 1/06/25]

- Changed base plane, where stuff was just laying around, of level 2 to a prototype laboratory

- fixed level 2 entity's ai pathfinding and functionality such as sounds and animations

- fixed collision layer of certain objects to avoid level 2 entity from being stuck

- added windows because it looked really bleak in there

- changed lighting to fit the occasion

[Update 2/06/25]

- Added a proper background to the main menu

- Switched environment lighting to a mildly proper one so it doesn't look like reality is about to shift on itch.io (still bright on web ver though)

- Changed the Suns like changing lightbulbs so it's more eco-friendly and dimmer (it now has a reasonable amount of light and not the amount the sun gives during summer and/or when you live on the equator)

[Planned Updates, but i'd probably not due to grace period ending or sleeping. More of a note to myself, really.]

- actually switch the prototype objects in level 2 to a clock so one of the voicelines fit and actually kind of matches the "Love  & Angst" theme like i originally intended

- actually insert sfx for actions such as jumping, attacking, etc

- insert sfx for enemy actions such as (mooms_sticking_her_tongue_out.mp3) which i don't have, for the record

- fix bgm not playing when returned via temporary end door or pause menu

- add level 3, where the menu background is your base of operations and Jim would be the shopkeeper. Someone's gotta tally up your purchases, right?

- [Originally Intended Core Gameplay] actually insert the level 2 entity's drop as a key item so you can transform into a more safer version of them along with their abilities (i.e. double jump) using your takodachi powers

- add cutscenes to give more flesh to the story + explain game mechanic such as the one above ^

Files

HoloJam6.zip Play in browser
71 days ago

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