Mokabread

Ludum Dare 59

We Planned Levels, Then the Bugs Arrived

After two days of nonstop crunch time, we’ve finally pulled off our core visual vision, more or less. We locked in all level designs on Day 1, yet endless functional bugs kept popping up during actual development. On top of that, we hope to make the gameplay more content-rich and fun, so we’re going to redesign a few harder difficulty levels haha.1.gif We’re really into the aesthetic of tape punk and tape futurism, so we designed our UI and decorative borders around this unique style for the art side.2.png There’s still a ton of work left untouched, including sound effects, BGM and other details. We’ll have to grind nonstop on the final day to catch up.

We Planned Levels, Then the Bugs Arrived

After two days of nonstop crunch time, we’ve finally pulled off our core visual vision, more or less. We locked in all level designs on Day 1, yet endless functional bugs kept popping up during actual development. On top of that, we hope to make the gameplay more content-rich and fun, so we’re going to redesign a few harder difficulty levels haha.1.gif We’re really into the aesthetic of tape punk and tape futurism, so we designed our UI and decorative borders around this unique style for the art side.2.png There’s still a ton of work left untouched, including sound effects, BGM and other details. We’ll have to grind nonstop on the final day to catch up.