Hello everyone, welcome back to another devlog! We’re getting closer to shipping this prototype, and today was one of those sessions where I just locked in and tried to polish as much as I could before the deadline. Most of the work ended up being visual and quality‑of‑life stuff, but honestly it made a huge difference.
First thing I tackled was the UI. I swapped out the default fonts for cleaner Google Fonts, and it instantly made the whole game feel more put‑together. After that, I rewrote the instructions screen to be way more detailed so new players actually know what they’re doing instead of guessing. It’s still simple, but it finally feels like a real part of the game instead of a placeholder.
Then I spent a good chunk of time improving animations and adding little details to the home screen. It’s small stuff, but it makes the game feel more alive. I also ran into a super annoying bug with Area2Ds colliding wrong and triggering the wrong zones. That took longer than I want to admit, but after digging through collision layers and masks I finally got everything behaving the way it should.
I also cleaned up the timer system so it displays nicely with two decimals instead of a giant messy float. It’s a tiny detail, but it makes the end screen look way more polished.
Overall today was a mix of fixing things, polishing things, and trying to make the whole experience smoother before I ship this proto. It’s still early, but every day it’s starting to feel more like an actual game. As always, if you have suggestions, drop them below — thanks for reading, and see you in the next devlog!
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